To download Armored Warfare, please go to the Download section and press the "Download" button. A prompt will appear with a question whether you want to download the launcher file. Press "Yes" and start the file as soon as it is downloaded. A My.com launcher will appear that will guide you through the installation of the game - activate the installation by pressing the green "Download" button in the launcher window upper right corner area. The launcher downloads uses the torrent technology, please make sure torrents are enabled on your network.
To access the Public Test Server, please press the "Game Directory" button on the upper bar. This will take you to a dedicated menu of My.com games, from which you select the "Armored Warfare Public Test Server". The installation process is identical to the one of the regular client.
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.
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/
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.
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!
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!
• Video card: NVIDIA GeForce GT 440 1 GB or equivalent • Processor: Intel Pentium CPU G3420 @ 3.20GHz or equivalent • Memory: 4GB • Operating system: Windows Vista/7/8/10 (x32), Windows Vista/7/8/10 (x64)
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.
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.
Armored Warfare is a modern “tanktical” shooter, and will feature tanks and armored vehicles from the 1950’s up to the present day.
Obsidian Entertainment will continue to add new locations for battle as the game gets closer to Open 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!
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.
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.
Absolutely! Armored Warfare will have a guild/clan system, and you will have the option of battling individually or in a group.
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.
No, Armored Warfare will be free-to-play.
Currently we are aiming for a PC release. If we decide to launch on other platforms, we will announce it for the community.
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!
The game will have various armoured vehicles, tanks and artillery.
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.
The game will have a statistics screen. More will be revealed about it later, as this feature is currently being developed. More about player statistics.
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.
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.
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.
Yes. Ricochets are possible and much will depend on the type of armor.
Yes, flight speed and trajectory will depend on several factors, including weapon and type of projectile.
Yes, there will be a slight autocorrection for shooting ease.
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).
Most vehicles can get navigate shallow water. However, if a vehicle enters very deep water, it may sink.
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).
Depending on their level and armor, vehicles will suffer various degrees of damage.
The type of surface will determine speed. Of course, much will also depend on the type of vehicle in question.
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.
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.
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.
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.
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. More about vehicle upgrades.
The way variants will be represented in Armored Warfare depends on the vehicle and how different the variant is. In many cases where variants did not feature a large number of technological changes, they will usually be represented by having the changes present in the Vehicle Upgrade Trees. For variants that were a significant change in technology, armor, appearance, or armament, it is more likely that the variant will be included in the game as a separate vehicle.
Most of the details that we’re interested in when we’re modeling vehicles aren’t going to be particularly difficult to determine. If there is something we can’t find, we’ll get as close as we can. Vehicles will have some compromises made for gameplay purposes in any case, so it won’t be a dealbreaker if we can’t find publicly available information. We will continue to research any and all sources that become available to us and as additional information is found.
Representing the vehicles for what they can do, especially when it comes to unique mechanics that makes vehicles special, is important to us. However, there are some mechanics that would be poor for gameplay if they were implemented exactly how they exist in the real world. In cases where we can't implement a weapon system exactly how it would work in the real world, we will still take its mechanics into consideration when figuring out the stats of the vehicle. In the case of Multiple Round Simultaneous Impact, we have not made a final decision as to whether this mechanic can be implemented in a way that would good for gameplay but it is possible it will make an appearance in some form.
Initially, there will not be a Loadout system for the vehicles, though we have discussed designs for a system like this internally. However, nearly all of the upgrades applied to the vehicle can be changed out without any penalty or cost in the Base. This means it will be easy to try different vehicle configurations to find the one that fits your preferred playstyle. However, it will not be possible to change vehicle setups on demand once you have queued into the matchmaker and are loading into a map.
Obviously this depends on the positioning of the vehicle in the smoke cloud, but yes, vehicles will be obscured. That being said, there are some technology upgrades that might assist you in penetrating that smoke and enable you to get an idea of where the target is anyway, but that upgrade would be a tradeoff against other benefits.
Vehicle Armor will be modeled differently depending on the actual composition of the armor. This means different types of armor will be more effective against different types of ammunition. To provide a common way to compare armor across all vehicles, armor will be expressed in terms of RHA and will show different effective thicknesses against Armor Piercing and Shaped Charges.
Dealing damage to allies by either shooting or ramming them will be punished by the anti-griefing systems that we will have in place.
Some vehicles will have Fire Suppression Systems as part of the Technology Upgrades available to that vehicle. However, not all vehicles in Armored Warfare are modern enough to have Fire Suppression Systems and for those vehicles, Fire Extinguishers make more sense. We have not finalized the consumables available to the various vehicles at this point so the Fire Extinguishers seen in current marketing materials are potentially placeholders as well.
You bet! In the future we’ll be including night-time battles and even storms and significant weather effects where additional visual technology upgrades will be helpful.
For performance reasons, water and mud will not affect the appearance of the vehicle as it drives through them. However, we are interested in exploring ways to implement this feature in the future when we can find a way to support it without sacrificing the performance (FPS) of the game for players.
It is possible to damage the cannon or autocannon of a tank by targeting the gun itself. If you damage the player's gun it will impact the accuracy of the weapon and if you manage to destroy it, players will be unable to fire the cannon for a while. While in the real world, it would not be possible to repair a tank's cannon within the time duration of the match, we are avoiding putting players into situations where their vehicle is no longer able to participate in a match simply due to damaged modules.
We may consider adding this later on, but right now we don’t have any plans to include a mission creator in the game.
There will not be a testing ground for vehicles at launch but it is a feature that we may consider adding to the player's Base in the future.
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