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* CripplingOverspecialization: As far as Commanders goes, Ioannis Sanna is the only one who leans on this trope from an gameplay perspective. On paper, setting an enemy tank on fire is an good thing. But out of [[http://armoredwarfare.gamepedia.com/Philipp_Holzklau someone who's focuses on being around teammates and an set abilities that helps kill off the enemy,]] [[http://armoredwarfare.gamepedia.com/Rashid_Al-Atassi an second guy who provides bonuses for being next to teammates and is generally focused with ATGM use,]] [[http://armoredwarfare.gamepedia.com/Sabrina_Washington someone who's geared towards stealth,]] [[http://armoredwarfare.gamepedia.com/Viktor_Kirsanov another pro-firepower guy who provides bonuses by damaging enemies in an specific manner while passively improving his crew's performance,]] [[http://armoredwarfare.gamepedia.com/Juan_Carlos_Miram%C3%B3n an commander who provides reload and aiming speed bonuses, [[http://armoredwarfare.gamepedia.com/Freja_H%C3%B8jbjerg and another who mainly improves your reload speed;]] [[http://armoredwarfare.gamepedia.com/Ioannis_Sanna this guy]] is just focused on setting shit on fire, which is one of the harder things to do in Armored Warfare. Because the fire mechanic is heavily dependent on not only the RNG to set an tank on fire, but where you shoot the victim and what ammo the player is using. And without using an specific type of ammunition and aiming for the engine. What makes this scenario this trope is that where the other Commanders have abilities that are triggered by simply being within an certain distance of an ally, damaging the enemy's crew or modules, or it's just an bonus; Ioannis has to jump through an few hoops in order to activate his abilities, which can be easily mitigated in PvP by the opponent having the right items, gets an lucky roll by the RNG for an few seconds of [[http://i0.kym-cdn.com/photos/images/newsfeed/000/165/945/444.gif partying...]]And then he goes back to being nearly useless with most of his abilities inactive, while most of the other commanders have nearly all of their bonuses active at any given time.

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* CripplingOverspecialization: As far as Commanders goes, Ioannis Sanna is the only one who leans on this trope from an gameplay perspective. On paper, setting an enemy tank on fire is an good thing. But out of [[http://armoredwarfare.gamepedia.com/Philipp_Holzklau someone who's focuses on being around teammates and an set abilities that helps kill off the enemy,]] [[http://armoredwarfare.gamepedia.com/Rashid_Al-Atassi an second guy who provides bonuses for being next to teammates and is generally focused with ATGM use,]] [[http://armoredwarfare.gamepedia.com/Sabrina_Washington someone who's geared towards stealth,]] [[http://armoredwarfare.gamepedia.com/Viktor_Kirsanov another pro-firepower guy who provides bonuses by damaging enemies in an specific manner while passively improving his crew's performance,]] [[http://armoredwarfare.gamepedia.com/Juan_Carlos_Miram%C3%B3n an commander who provides reload and aiming speed bonuses, bonuses,]] [[http://armoredwarfare.gamepedia.com/Freja_H%C3%B8jbjerg and another who mainly improves your reload speed;]] [[http://armoredwarfare.gamepedia.com/Ioannis_Sanna this guy]] is just focused on setting shit on fire, which is one of the harder things to do in Armored Warfare. Because the fire mechanic is heavily dependent on not only the RNG to set an tank on fire, but where you shoot the victim and what ammo the player is using. And without using an specific type of ammunition and aiming for the engine. What makes this scenario this trope is that where the other Commanders have abilities that are triggered by simply being within an certain distance of an ally, damaging the enemy's crew or modules, or it's just an bonus; Ioannis has to jump through an few hoops in order to activate his abilities, which can be easily mitigated in PvP by the opponent having the right items, gets an lucky roll by the RNG for an few seconds of [[http://i0.kym-cdn.com/photos/images/newsfeed/000/165/945/444.gif partying...]]And then he goes back to being nearly useless with most of his abilities inactive, while most of the other commanders have nearly all of their bonuses active at any given time.
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''Armored Warfare'' is a free-to-play multiplayer online shooter video game developed by Creator/ObsidianEntertainment. The game will be operated by My.com in North American and Europe, and by Mail.Ru in Russia and Central Asia. The game features tanks from the 1950s through modern day and includes fully destructible environments. It's similar to ''VideoGame/WorldOfTanks'', but with modern tanks, the inclusion of other types of vehicles (wheeled [=IFVs=] and tank destroyers) and more advanced battlefield technologies (smoke grenades, guided anti-tank missiles, explosive-reactive armour) to the formula.

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''Armored Warfare'' is a free-to-play multiplayer online shooter video game developed by Creator/ObsidianEntertainment.Creator/ObsidianEntertainment until early 2017. The game will be operated by My.com in North American and Europe, and by Mail.Ru in Russia and Central Asia. The game features tanks from the 1950s through modern day and includes fully destructible environments. It's similar to ''VideoGame/WorldOfTanks'', but with modern tanks, the inclusion of other types of vehicles (wheeled [=IFVs=] and tank destroyers) and more advanced battlefield technologies (smoke grenades, guided anti-tank missiles, explosive-reactive armour) to the formula.

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** Mixed male and female crews are common. [[{{Handwave}} Although, the games setting]] is implied to be modern/TwentyMinutesIntoTheFuture, and the players are members/owners of a PMC as opposed to a regular military force.

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** Mixed male and female crews are common. [[{{Handwave}} Although, the games game's setting]] is implied to be modern/TwentyMinutesIntoTheFuture, is TwentyMinutesIntoTheFuture, and the players are members/owners of a PMC as opposed to a regular military force.


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* BigGood: The International Security Department, which regulates the [=PMCs=] the players are part of, and dispatches them to handle major crises all over the globe.


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* CrapsackWorld: [[https://aw.my.com/us/news/general/armored-warfare-world-fire The setting]] is TwentyMinutesIntoTheFuture, with a notable difference being that the [[RippedFromTheHeadlines Great Recession and other crises]] were much worse, resulting in much more unrest across the globe. As a result, nations the world over have much less authority in their own countries, with numerous paramilitary or criminal organizations scrambling for power of their own with their newfound arsenals, with the [[BigGood International Security Department]] and the [=PMCs=] working for it being [[TheLastDJ all that remains between civilization and total chaos]].
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* AwesomePersonnelCarrier: There are many different examples in game, such as the [[YanksWithTanks M113]], the [[BritsWithBattleships Warrior]], the [[RedsWithRockets BMP series]], the [[GaulsWithGrenades AMX 10P]], and more. Ingame their troop compartments offer bonus to their ability to capture objectives.

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* AwesomePersonnelCarrier: There are many different examples in game, such as the [[YanksWithTanks M113]], the [[BritsWithBattleships Warrior]], the [[RedsWithRockets BMP series]], the [[GaulsWithGrenades [[UsefulNotes/GaulsWithGrenades AMX 10P]], and more. Ingame their troop compartments offer bonus to their ability to capture objectives.
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** In recent patches, the dev team has been tweaking the AI so that they're not just cannon fodder for the players. Adding new spawn points, and adjusting the types of vehicles that spawn in the battles has made it slightly more difficult all-round for players to complete the missions. It's not surprising for players to be defeated in even medium-difficulty missions because of this. All of this does mean that if the players don't work together, they will lose.
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* AmazonBrigade: If the player chooses, they can have an entire crew of female tankers. This has no real effect on the game, but it does change the voices you hear in battle.
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*** This is an actual feature of many real tanks. Modern tanks have a series of sensors that dot the turret and hull that are designed to warn the crew of laser range-finding[[note]]Equipment used by Artillery Spotters, or Tank gunners to get the range to a target.[[/note]], or laser-guidance[[note]] equipment used to paint a target for smart munitions like missiles [[/note]] equipment is painting them. This is done since the most important rule of tank survivability, is to not be ''hit'' in the first place. The break from reality however, is that these sensors will also tell the crew where they are being painted from[[note]]So that TC can direct the driver to get the tanks strongest armor facing the threat, or move into cover[[/note]]. To get that down, players will have to rely on their maps.
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* CripplingOverspecialization: As far as Commanders goes, Ioannis Sanna is the only one who leans on this trope from an gameplay perspective. On paper, setting an enemy tank on fire is an good thing. But out of [[http://armoredwarfare.gamepedia.com/Philipp_Holzklau someone who's focuses on being around teammates and an set abilities that helps kill off the enemy,]] [[http://armoredwarfare.gamepedia.com/Rashid_Al-Atassi an second guy who provides bonuses for being next to teammates and is generally focused with ATGM use,]] [[http://armoredwarfare.gamepedia.com/Sabrina_Washington someone who's geared towards stealth,]] [[http://armoredwarfare.gamepedia.com/Viktor_Kirsanov another pro-firepower guy who provides bonuses by damaging enemies in an specific manner while passively improving his crew's performance,]] [[http://armoredwarfare.gamepedia.com/Juan_Carlos_Miram%C3%B3n an commander who provides reload and aiming speed bonuses, [[http://armoredwarfare.gamepedia.com/Freja_H%C3%B8jbjerg and another who mainly improves your reload speed;]] [[http://armoredwarfare.gamepedia.com/Ioannis_Sanna this guy]] is just focused on setting shit on fire, which is one of the harder things to do in Armored Warfare. Because the fire mechanic is heavily dependent on not only the RNG to set an tank on fire, but where you shoot the victim and what ammo the player is using. And without using an specific type of ammunition and aiming for the engine. What makes this scenario this trope is that where the other Commanders have abilities that are triggered by simply being within an certain distance of an ally, damaging the enemy's crew or modules, or it's just an bonus; Ioannis has to jump through an few hoops in order to activate his abilities, which can be easily mitigated in PvP by the opponent having the right items, gets an lucky roll by the RNG for an few seconds of [[http://i0.kym-cdn.com/photos/images/newsfeed/000/165/945/444.gif parting...]]And then he goes back to being nearly useless with most of his abilities inactive, while most of the other commanders have nearly all of their bonuses active at any given time.

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* CripplingOverspecialization: As far as Commanders goes, Ioannis Sanna is the only one who leans on this trope from an gameplay perspective. On paper, setting an enemy tank on fire is an good thing. But out of [[http://armoredwarfare.gamepedia.com/Philipp_Holzklau someone who's focuses on being around teammates and an set abilities that helps kill off the enemy,]] [[http://armoredwarfare.gamepedia.com/Rashid_Al-Atassi an second guy who provides bonuses for being next to teammates and is generally focused with ATGM use,]] [[http://armoredwarfare.gamepedia.com/Sabrina_Washington someone who's geared towards stealth,]] [[http://armoredwarfare.gamepedia.com/Viktor_Kirsanov another pro-firepower guy who provides bonuses by damaging enemies in an specific manner while passively improving his crew's performance,]] [[http://armoredwarfare.gamepedia.com/Juan_Carlos_Miram%C3%B3n an commander who provides reload and aiming speed bonuses, [[http://armoredwarfare.gamepedia.com/Freja_H%C3%B8jbjerg and another who mainly improves your reload speed;]] [[http://armoredwarfare.gamepedia.com/Ioannis_Sanna this guy]] is just focused on setting shit on fire, which is one of the harder things to do in Armored Warfare. Because the fire mechanic is heavily dependent on not only the RNG to set an tank on fire, but where you shoot the victim and what ammo the player is using. And without using an specific type of ammunition and aiming for the engine. What makes this scenario this trope is that where the other Commanders have abilities that are triggered by simply being within an certain distance of an ally, damaging the enemy's crew or modules, or it's just an bonus; Ioannis has to jump through an few hoops in order to activate his abilities, which can be easily mitigated in PvP by the opponent having the right items, gets an lucky roll by the RNG for an few seconds of [[http://i0.kym-cdn.com/photos/images/newsfeed/000/165/945/444.gif parting...partying...]]And then he goes back to being nearly useless with most of his abilities inactive, while most of the other commanders have nearly all of their bonuses active at any given time.
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* CurbStompBattle: As far as PvE goes, the meme is something along the lines of "Drive an well armored MBT into PvE. Meet an substandard or average rated AFV with an autocannon. Start laughing when nearly all of it's shells richochets off your armor. Then kill it for ruining your paint job."
** The A.I. artillery on the other hand, doesn't requires an specific class to pull this off. They usually lack enough health to survive an single round from an tank. But with this being artillery, this comes after a few minutes of being shelled by these guys.
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* PowerfulButInaccurate: ATGMs can lean this way, since they are superior to standard HEAT shells. But due to their unique targeting mechanism, they require an lot more attention in guiding them to their target (which is better off immobilized or stationary, since an it's rather diffcult to connect with an fleeing AFV) or they will miss by an wide margin.
** The accuracy of mobile artillery in Armored Warfare isn't as bad as it was i World of Tanks, but the price of disabling an few modules on an MBT is an few new misses every now and then.


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* TooAwesomeToUse: Artillery in PvP is subject to being hit by the opposing artillery every time it fires an shell due to the class having ability that ferrets out other SPGs with sonar-like pings on the minimap. All it takes is three shots fired from an general area to fully reveal an SPG to their counterparts. But the previous two hints that the sonar provides are also accurate enough for an skilled player to deduce the location of the enemy team's SPGs, as well. So it boils down to this, either rain down an volley of high-explosive shells on the enemy front line and risk getting killed by the enemy artillery or fire an shot or two and relocate do an completely different area unless you'd killed off the enemy artillery. Either way, you're going to suffer by either impeding your team without your dedicated bombardment or yourself for giving your position away.

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* GoldColoredSuperiotity: The Gold Supply Crates normally have an better yield than an Steel, Bronze, or Silver Crae in terms of quality; but they're only outdone by the rare Platinum Crates.

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* GoldColoredSuperiotity: GoldColoredSuperiority: The Gold Supply Crates normally have an better yield than an Steel, Bronze, or Silver Crae Crates in terms of quality; but they're only outdone by the rare Platinum Crates.Crates.
**Also, the various Boosts that they provide are ranked the same way in terms of quality.
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* CripplingOverspecialization: As far as Commanders goes, Ioannis Sanna is the only one who leans on this trope from an gameplay perspective. On paper, setting an enemy tank on fire is an good thing. But out of [[http://armoredwarfare.gamepedia.com/Philipp_Holzklau someone who's focuses on being around teammates and an set abilities that helps kill off the enemy,]] [[http://armoredwarfare.gamepedia.com/Rashid_Al-Atassi an second guy who provides bonuses for being next to teammates and is generally focused with ATGM use,]] [[http://armoredwarfare.gamepedia.com/Sabrina_Washington someone who's geared towards stealth,]] [[http://armoredwarfare.gamepedia.com/Viktor_Kirsanov another pro-firepower guy who provides bonuses by damaging enemies in an specific manner while passively improving his crew's performance,]] [[http://armoredwarfare.gamepedia.com/Juan_Carlos_Miram%C3%B3n an commander who provides reload and aiming speed bonuses, [[http://armoredwarfare.gamepedia.com/Freja_H%C3%B8jbjerg and another who mainly improves your reload speed;]] [[http://armoredwarfare.gamepedia.com/Ioannis_Sanna this guy]] is just focused on setting shit on fire, which is one of the harder things to do in Armored Warfare. Because the fire mechanic is heavily dependent on not only the RNG to set an tank on fire, but where you shoot the victim and what ammo the player is using. And without using an specific type of ammunition and aiming for the engine. What makes this scenario this trope is that where the other Commanders have abilities that are triggered by simply being within an certain distance of an ally, damaging the enemy's crew or modules, or it's just an bonus; Ioannis has to jump through an few hoops in order to activate his abilities, which can be easily mitigated in PvP by the opponent having the right items, gets an lucky roll by the RNG for an few seconds of [[http://i0.kym-cdn.com/photos/images/newsfeed/000/165/945/444.gif happy time...]]And then he goes back to being nearly useless when he's compared to the other commanders.

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* CripplingOverspecialization: As far as Commanders goes, Ioannis Sanna is the only one who leans on this trope from an gameplay perspective. On paper, setting an enemy tank on fire is an good thing. But out of [[http://armoredwarfare.gamepedia.com/Philipp_Holzklau someone who's focuses on being around teammates and an set abilities that helps kill off the enemy,]] [[http://armoredwarfare.gamepedia.com/Rashid_Al-Atassi an second guy who provides bonuses for being next to teammates and is generally focused with ATGM use,]] [[http://armoredwarfare.gamepedia.com/Sabrina_Washington someone who's geared towards stealth,]] [[http://armoredwarfare.gamepedia.com/Viktor_Kirsanov another pro-firepower guy who provides bonuses by damaging enemies in an specific manner while passively improving his crew's performance,]] [[http://armoredwarfare.gamepedia.com/Juan_Carlos_Miram%C3%B3n an commander who provides reload and aiming speed bonuses, [[http://armoredwarfare.gamepedia.com/Freja_H%C3%B8jbjerg and another who mainly improves your reload speed;]] [[http://armoredwarfare.gamepedia.com/Ioannis_Sanna this guy]] is just focused on setting shit on fire, which is one of the harder things to do in Armored Warfare. Because the fire mechanic is heavily dependent on not only the RNG to set an tank on fire, but where you shoot the victim and what ammo the player is using. And without using an specific type of ammunition and aiming for the engine. What makes this scenario this trope is that where the other Commanders have abilities that are triggered by simply being within an certain distance of an ally, damaging the enemy's crew or modules, or it's just an bonus; Ioannis has to jump through an few hoops in order to activate his abilities, which can be easily mitigated in PvP by the opponent having the right items, gets an lucky roll by the RNG for an few seconds of [[http://i0.kym-cdn.com/photos/images/newsfeed/000/165/945/444.gif happy time...parting...]]And then he goes back to being nearly useless when he's compared to with most of his abilities inactive, while most of the other commanders.commanders have nearly all of their bonuses active at any given time.
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* CriplingOverspecialization: As far as Commanders goes, Ioannis Sanna is the only one who leans on this trope from an gameplay perspective. On paper, setting an enemy tank on fire is an good thing. But out of [[http://armoredwarfare.gamepedia.com/Philipp_Holzklau someone who's focuses on being around teammates and an set abilities that helps kill off the enemy,]] [[http://armoredwarfare.gamepedia.com/Rashid_Al-Atassi an second guy who provides bonuses for being next to teammates and is generally focused with ATGM use,]] [[http://armoredwarfare.gamepedia.com/Sabrina_Washington someone who's geared towards stealth,]] [[http://armoredwarfare.gamepedia.com/Viktor_Kirsanov another pro-firepower guy who provides bonuses by damaging enemies in an specific manner while passively improving his crew's performance,]] [[http://armoredwarfare.gamepedia.com/Juan_Carlos_Miram%C3%B3n an commander who provides reload and aiming speed bonuses, [[http://armoredwarfare.gamepedia.com/Freja_H%C3%B8jbjerg and another who mainly improves your reload speed;]] [[http://armoredwarfare.gamepedia.com/Ioannis_Sanna this guy]] is just focused on setting shit on fire, which is one of the harder things to do in Armored Warfare. Because the fire mechanic is heavily dependent on not only the RNG to set an tank on fire, but where you shoot the victim and what ammo the player is using. And without using an specific type of ammunition and aiming for the engine. What makes this scenario this trope is that where the other Commanders have abilities that are triggered by simply being within an certain distance of an ally, damaging the enemy's crew or modules, or it's just an bonus; Ioannis has to jump through an few hoops in order to activate his abilities, which can be easily mitigated in PvP by the opponent having the right items, gets an lucky roll by the RNG for an few seconds of [[http://i0.kym-cdn.com/photos/images/newsfeed/000/165/945/444.gif happy time...]]And then he goes back to being nearly useless when he's compared to the other commanders.

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* CriplingOverspecialization: CripplingOverspecialization: As far as Commanders goes, Ioannis Sanna is the only one who leans on this trope from an gameplay perspective. On paper, setting an enemy tank on fire is an good thing. But out of [[http://armoredwarfare.gamepedia.com/Philipp_Holzklau someone who's focuses on being around teammates and an set abilities that helps kill off the enemy,]] [[http://armoredwarfare.gamepedia.com/Rashid_Al-Atassi an second guy who provides bonuses for being next to teammates and is generally focused with ATGM use,]] [[http://armoredwarfare.gamepedia.com/Sabrina_Washington someone who's geared towards stealth,]] [[http://armoredwarfare.gamepedia.com/Viktor_Kirsanov another pro-firepower guy who provides bonuses by damaging enemies in an specific manner while passively improving his crew's performance,]] [[http://armoredwarfare.gamepedia.com/Juan_Carlos_Miram%C3%B3n an commander who provides reload and aiming speed bonuses, [[http://armoredwarfare.gamepedia.com/Freja_H%C3%B8jbjerg and another who mainly improves your reload speed;]] [[http://armoredwarfare.gamepedia.com/Ioannis_Sanna this guy]] is just focused on setting shit on fire, which is one of the harder things to do in Armored Warfare. Because the fire mechanic is heavily dependent on not only the RNG to set an tank on fire, but where you shoot the victim and what ammo the player is using. And without using an specific type of ammunition and aiming for the engine. What makes this scenario this trope is that where the other Commanders have abilities that are triggered by simply being within an certain distance of an ally, damaging the enemy's crew or modules, or it's just an bonus; Ioannis has to jump through an few hoops in order to activate his abilities, which can be easily mitigated in PvP by the opponent having the right items, gets an lucky roll by the RNG for an few seconds of [[http://i0.kym-cdn.com/photos/images/newsfeed/000/165/945/444.gif happy time...]]And then he goes back to being nearly useless when he's compared to the other commanders.
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* CriplingOverspecialization: As far as Commanders goes, Ioannis Sanna is the only one who leans on this trope from an gameplay perspective. On paper, setting an enemy tank on fire is an good thing. But out of [[http://armoredwarfare.gamepedia.com/Philipp_Holzklau someone who's focuses on being around teammates and an set abilities that helps kill off the enemy,]] [[http://armoredwarfare.gamepedia.com/Rashid_Al-Atassi an second guy who provides bonuses for being next to teammates and is generally focused with ATGM use,]] [[http://armoredwarfare.gamepedia.com/Sabrina_Washington someone who's geared towards stealth,]] [[http://armoredwarfare.gamepedia.com/Viktor_Kirsanov another pro-firepower guy who provides bonuses by damaging enemies in an specific manner while passively improving his crew's performance,]] [[http://armoredwarfare.gamepedia.com/Juan_Carlos_Miram%C3%B3n an commander who provides reload and aiming speed bonuses, [[http://armoredwarfare.gamepedia.com/Freja_H%C3%B8jbjerg and another who mainly improves your reload speed;]] [[http://armoredwarfare.gamepedia.com/Ioannis_Sanna this guy]] is just focused on setting shit on fire, which is one of the harder things to do in Armored Warfare. Because the fire mechanic is heavily dependent on not only the RNG to set an tank on fire, but where you shoot the victim and what ammo the player is using. And without using an specific type of ammunition and aiming for the engine. What makes this scenario this trope is that where the other Commanders have abilities that are triggered by simply being within an certain distance of an ally, damaging the enemy's crew or modules, or it's just an bonus; Ioannis has to jump through an few hoops in order to activate his abilities, which can be easily mitigated in PvP by the opponent having the right items, gets an lucky roll by the RNG for an few seconds of [[http://i0.kym-cdn.com/photos/images/newsfeed/000/165/945/444.gif happy time...]]And then he goes back to being nearly useless when he's compared to the other commanders.
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*** Although his skills are all but useless in most vehicles, he's actually a perfect fit for commanding Artillery Vehicles. The increased chance of module and crew damage on enemy vehicles hits well with SPGs if you can get a direct hit, and even failing that, it increases the chance that a splash hit will knock off the other guys tracks, making them an easier mark for your own team to take down.
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** The ERC-40, and AMX-10P-90 can certainly count. Both Tank Destroyers can pump out a shell every 4-5 seconds, which can result in your commander calling out the effect on target almost as fast as they're calling out next shell going in the breach. They both however have paper for armor, but their small size, and powerful engines make them able to dodge incoming fire.
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* GoldColoredSuperioity: The Gold Suplly Crates have normally an better yield than an Steel, Bronze, or Silver Crae in terms of quality; but they're only outdone by the rare Platinum Crates.

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* GoldColoredSuperioity: GoldColoredSuperiotity: The Gold Suplly Supply Crates have normally have an better yield than an Steel, Bronze, or Silver Crae in terms of quality; but they're only outdone by the rare Platinum Crates.

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* ColorCodedForYourConvenience: The ammunition in AW is sorted into three categories. Blue is armor-piercing and sabot rounds; Yellow is mainly high-explosive shells that explode on impact and Red is shaped-charged ammunition (high-explosive anti-tank round) that can deal an lot of damage

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* ColorCodedForYourConvenience: The ammunition in AW is sorted into three categories. Blue is armor-piercing and sabot rounds; Yellow is mainly high-explosive shells that explode on impact and Red is shaped-charged ammunition (high-explosive anti-tank round) that can deal an lot of damagedamage.
**As far as the new commendation system goes: Red is related to the death of an enemy. Orange's prerequisite is to damage an enemy tank. Yellow is rewarded for reconnaissance activities. And blue commendations are awarded for tactical successes.


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* GoldColoredSuperioity: The Gold Suplly Crates have normally an better yield than an Steel, Bronze, or Silver Crae in terms of quality; but they're only outdone by the rare Platinum Crates.
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* DifficultButAwesome:
** The Fox AFV is known for the difficulty of controlling its extreme maneuverability, having a bad habit of spinning out if it hits a rock or bump in the path the wrong way while driving at near it's top speed of 105 km/h, and a slightly lower than average for an AFV camo rating. However, it packs the 2nd best view range of it's tier, sports a combination of a powerful 30mm Auto-cannon and 2-salvo Missile Launchers after upgrades to put out massive burst damage. And as mentioned above, it also drives extremely fast while sporting a small profile, making it a pain to even hit one after it builds up some speed. This means a player can rush ahead of their team, find a good area to spot most of the map from, and earn tons of spotting assist and designation credit, and once a gap is punched in the enemy's line, rush through it quickly, and begin flanking them from the rear.
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** The Shishkin line of Light Tanks is filled with this. At Tier 3, you have the FV101 Scorpion, a fast 76mm howitzer carrying box of a light tank, with an effectively powerful HE shell, useful against the weaker armors in it's tier range. But with armor so thin it would be lucky to stop a Heavy Machine Gun round such as a .50 caliber/12.5mm round. Tier 4, players switch to the M551 Sheridan, which is decently armored for a LT, but much slower acceleration to the Scorpion, and a reload time comparable to the Self-Propelled Guns. Of course, that may have something to do with the fact that it mounts a 152mm gun that fires HE, HEAT, and ATGM munitions[[note]]Yes, that means there's a light tank mounting the same style of gun, as the KV-2 from ''World of Tanks'' and ''Warthunder'', but also able to fire an anti-tank guided missle[[/note]]. Then at Tier 5, the gameplay shifts ''again'' with the Begleitpanzer 57, which goes back to semi-fragile but decently fast LT armed with a 8-shot magazine 57mm auto-cannon. It may not put out huge numbers on each shot, but it has very good DPM. And unlike the Sheridan, the Begleitpanzer can swap to it's ATGM while the main gun reloads, and fire a shot off from that.

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** The Shishkin line of Light Tanks is filled with this. At Tier 3, you have the FV101 [=FV101=] Scorpion, a fast 76mm howitzer carrying box of a light tank, with an effectively powerful HE shell, useful against the weaker armors in it's tier range. But with it has armor so thin it would be lucky to stop a Heavy Machine Gun round such as a .50 caliber/12.5mm round. Tier 4, players switch to the M551 Sheridan, which is decently armored for a LT, but much slower acceleration to the Scorpion, and a reload time comparable to the Self-Propelled Guns. Of course, that may have something to do with the fact that it mounts a 152mm gun that fires HE, HEAT, and ATGM munitions[[note]]Yes, that means there's a light tank mounting the same style of gun, as the KV-2 from ''World of Tanks'' and ''Warthunder'', but also able to fire an anti-tank guided missle[[/note]]. Then at Tier 5, the gameplay shifts ''again'' with the Begleitpanzer 57, which goes back to semi-fragile but decently fast LT armed with a 8-shot magazine 57mm auto-cannon. auto-cannon, along with a 152mm TOW missile launcher. It may not put out huge numbers on each shot, shot from the auto-cannon, but it has very good DPM. And unlike the Sheridan, the Begleitpanzer can swap to it's ATGM while the main gun reloads, and fire a shot off from that.that for a nice chunk of burst damage.
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* CosmeticAward: There are in-game IGN avatars and titles available as you progress through the tech tree. But the catch is that they're tied to certain tanks like the Chieftain Mk.5 or an T-64.
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* UnskilledButStrong: The Main Battle Tank class. They possess no class active or passive ability. They just simply have the strongest guns and typically the best armor ratings in the game.
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* JokeCharacter: Anthony Diaz, a commander given to closed beta players, focuses entirely on Crew Based skills. This might sound like a sign of commander who works well with any vehicle, as he's not bound by what weapons it may have. And you would be right, in the sense that 3 of his five skills are reactionary skills that trigger when his crew members are ''killed''. Granted, one of them, is a free instant health kit on the first incident that happens in battle, but neither of his other two skills make up for that. Leadership[[note]]Boosts the crew's skills by 4%[[/note]] is a skill that Viktor Kirsanov also has along with far better skills in general. The other skill Diaz has is Accelerated Training, which boosts the crew's XP earned after the match by 10%. It has absolutely no benefits in battle and crew bonus XP can be gained by upgrading your base's barracks.

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* JokeCharacter: Anthony Diaz, a commander given to closed beta players, focuses entirely on Crew Based skills. This might sound like a sign of commander who works well with any vehicle, as he's not bound by what weapons it may have. And you would be right, in the sense right that 3 he doesn't rely on his vehicles weapons, because three of his five skills are reactionary skills that trigger when his crew members are ''killed''. Granted, one of them, is a free instant health kit on the first incident that happens in battle, but neither of his the other "Activates on Crew Disabled" skills are particularly useful and are high situational benefits in return. Of the only two skills make up for that. Leadership[[note]]Boosts of his that don't focus on his crew being knocked out are Leadership,[[note]]Boosts the crew's skills by 4%[[/note]] which is a skill that Viktor Kirsanov also has along with far better skills in general. The other skill Diaz has is being Accelerated Training, which boosts the crew's XP earned after the match by 10%. It has absolutely no benefits in battle and crew bonus XP can be gained by upgrading your base's barracks.
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* JokeCharacter: Anthony Diaz, a commander given to closed beta players, focuses entirely on Crew Based skills. This might sound like a sign of commander who works well with any vehicle, as he's not bound by what weapons it may have. And you would be right, in the sense that 3 of his five skills are reactionary skills that trigger when his crew members are ''killed''. Granted, one of them, is a free instant health kit on the first incident that happens in battle, but neither of his other two skills make up for that. Leadership[[note]]Boosts the crew's skills by 4%[[/note]] is a skill that Viktor Kirsanov also has along with far better skills in general. The other skill Diaz has is Accelerated Training, which boosts the crew's XP earned after the match by 10%. It has absolutely no benefits in battle and crew bonus XP can be gained by upgrading your base's barracks.
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* AwesomeButImpractical:
** [=ATGMs=] which lack their own separate launcher and thus are fired from the Main gun barrels, such as on the Starship and Sheridan tanks. Immensely powerful damage, and armor penetration values, but their slow travel speed and increased reload time, combined with the need for the player to keep their tank immobile while using them hardly outweighs the advantage of faster firing HEAT shells. Since the player can't quickly swap to a seperate launcher system while the shells are being reloaded, that means swapping the standard shell for a missile is considered a normal ammo swap reload. The ATGM on such tanks is best reserved as a last resort against extremely well armored fronts of an enemy MBT, or when out of regular shells.
** Likewise, [=AFVs=] which have the option to completely replace their auto-cannon for ATGM launchers. An AFV is generally designed to be a fast, highly mobile vehicle, which only ever stay in place when flanking completely unaware enemy tanks, and putting entire clips of shells into the enemy side and rear armor or when hidden by sufficient concealment to spot and mark targets, while taking a few shots before moving to a new position. The ATGM requires vehicles to stand complete still to fire and maintain aim, while having significantly long flight and reload times. Additionally, by Tier 6, most vehicles have some form of Shaped Charge munition resistance, be it composite armor, ERA and cage type spaced armor or APS.
** Commander Ioannis Sanna is considered something of a JokeCharacter by the community, as his skills heavily revolve around either causing enemy vehicles to catch fire, or his own vehicle being on fire. Even with his perk that boost the chance of inflicting the Fire status effect on enemy vehicles, it's extremely rare for it to happen. Even his ability to have increased damage inflicted to enemy vehicle modules and crew fails to make up for it, as other commanders have those perks and others that have less or easier to achieve activation conditions, like Freja.


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* BoringButPractical:
** Sabrina Washington, one of the initial commanders available to players starting out, lacks skills which boost damage inflicted to enemy crew and modules. But she does come with a variety of vision range, aim time, and stealth enhancing skills, making her the prime go to candidate for commanding Light Tanks, Armored Fighting Vehicles, and Tank Destroyers.
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** The [[https://aw.my.com/us/news/general/vehicles-focus-begleitpanzer-57 Begleitpanzer 57]] "Light Tank" only ever had one prototype ever made, designed around mounting a Bofors 57mm gun originally built for Naval ships onto the [[https://en.wikipedia.org/wiki/Marder_%28IFV%29 Marder IFV]] chassis. No potential buyers, not even it's home nation of Germany, were interested as it lacked a clearly defined role. Doesn't stop the various insurgent and rebel groups in game from sending a half dozen at you per mission though, or the same situation to happen in PVP matches.

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** The [[https://aw.my.com/us/news/general/vehicles-focus-begleitpanzer-57 Begleitpanzer 57]] "Light Tank" only ever had one prototype ever made, designed around mounting a Bofors 57mm gun auto-cannon originally built for Naval ships onto the [[https://en.wikipedia.org/wiki/Marder_%28IFV%29 Marder IFV]] chassis. No potential buyers, not even it's home nation of Germany, were interested as it lacked a clearly defined role. Doesn't stop the various insurgent and rebel groups in game from sending a half dozen at you per mission though, or the same situation to happen in PVP matches.
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* RareVehicles: Much like World of Tanks, a number of vehicles that were either limited-production, prototypes, or blue print "Paper" designs.
** The [[https://aw.my.com/us/news/general/vehicles-focus-begleitpanzer-57 Begleitpanzer 57]] "Light Tank" only ever had one prototype ever made, designed around mounting a Bofors 57mm gun originally built for Naval ships onto the [[https://en.wikipedia.org/wiki/Marder_%28IFV%29 Marder IFV]] chassis. No potential buyers, not even it's home nation of Germany, were interested as it lacked a clearly defined role. Doesn't stop the various insurgent and rebel groups in game from sending a half dozen at you per mission though, or the same situation to happen in PVP matches.


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** The Shishkin line of Light Tanks is filled with this. At Tier 3, you have the FV101 Scorpion, a fast 76mm howitzer carrying box of a light tank, with an effectively powerful HE shell, useful against the weaker armors in it's tier range. But with armor so thin it would be lucky to stop a Heavy Machine Gun round such as a .50 caliber/12.5mm round. Tier 4, players switch to the M551 Sheridan, which is decently armored for a LT, but much slower acceleration to the Scorpion, and a reload time comparable to the Self-Propelled Guns. Of course, that may have something to do with the fact that it mounts a 152mm gun that fires HE, HEAT, and ATGM munitions[[note]]Yes, that means there's a light tank mounting the same style of gun, as the KV-2 from ''World of Tanks'' and ''Warthunder'', but also able to fire an anti-tank guided missle[[/note]]. Then at Tier 5, the gameplay shifts ''again'' with the Begleitpanzer 57, which goes back to semi-fragile but decently fast LT armed with a 8-shot magazine 57mm auto-cannon. It may not put out huge numbers on each shot, but it has very good DPM. And unlike the Sheridan, the Begleitpanzer can swap to it's ATGM while the main gun reloads, and fire a shot off from that.
*** And then, at Tier 6, it changes '''''again''''', with the Stingray, at which point it finally becomes a representation of what the rest of the LT line will be like. A fast, agile tank, decently armored for dealing with auto-cannons in the front, while packing a powerful 105mm cannon.
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** And there's also the occasional officer's tank in the PvE mode. Which is essentially an regular A.I. tank with beefed up stats and has an yellow marker over it..
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* EliteMook: As far as PvE mode goes, there are five different "models" of enemies: Salvaged, FFragile, no prefix, Upgraded, and Superior. With the last two being moderately tougher than average.
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* AwesomePersonnelCarrier: There are many different examples in game, such as the [[YanksWithTanks M113]], the [[BritsWithBattleships Warrior]], the [[RedsWithRockets BMP series]], the [[GaulsWithGrenades AMX 10P]], and more.

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* AwesomePersonnelCarrier: There are many different examples in game, such as the [[YanksWithTanks M113]], the [[BritsWithBattleships Warrior]], the [[RedsWithRockets BMP series]], the [[GaulsWithGrenades AMX 10P]], and more. Ingame their troop compartments offer bonus to their ability to capture objectives.

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