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_Weikath_

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  1. The characteristics of these ships are currently in the preliminary balancing stage. We will publish further details in the near future.
  2. On the second stage of 0.9.2 Public test, we've changed the characteristics of several ships, having analyzed their combat performance and taken player feedback into account. Such changes were required in order to carefully adjust the balance of selected warships. We'll continue to introduce changes in the updates that will follow, if deemed necessary. American battleship Arkansas Beta, Tier IV: The possibility to mount the "Ship Consumables Modification 1" upgrade is added Soviet cruiser Aurora, Tier III: Turret traverse speed increased from 5.0 to 5.1 degrees per second. Soviet battleship Sinop, Tier VII: Sigma parameter reduced from 1.55 to 1.50 Soviet battleship Kremlin, Tier X: Sigma parameter reduced from 1.85 to 1.80 American cruiser Atlanta, Tier VII: Main battery reload time reduced from 5.0 to 4.9 s. American cruiser Flint, Tier VII: Main battery reload time reduced from 5.0 to 4.9 s. British destroyer Jutland, Tier IX: Main battery reload time increased from 4.0 to 4.1 s; Torpedo tubes reload time increased from 120 to 122 s. British destroyer Daring, Tier X: Main battery reload time increased from 2.5 to 2.6 s; Torpedo tubes reload time increased from 120 to 122 s. Japanese aircraft carrier Hakuryu, Tier X: Attack aircraft damage reduced from 3,350 to 3,250. American destroyer Gearing, Tier X: Researchable torpedo tubes reload time reduced from 118 to 116 s. British destroyer Valkyrie, Tier III: Main battery reload time increased from 5.0 to 5.2 s; Torpedo tubes reload time increased from 41 to 43 s. British battleship Orion, Tier IV: Base firing range reduced from 15.18 to 14.7 km. Pan-Asian destroyer Hsienyang, Tier VIII: Researchable torpedo tubes reload time reduced from 119 to 117 s. Pan-Asian destroyer Chung Mu, Tier IX: Torpedo tubes reload time reduced from 119 to 117 s. Pan-Asian destroyer Yueyang, Tier X: Torpedo tubes reload time reduced from 142 to 139 s. Aircraft: Spotting range of aircraft carrier squadrons, Patrol Fighters, Catapult Fighters, and Spotting Aircraft decreased from 19 to 18 km (This characteristic determines at what distance the aircraft is capable of spotting an enemy). The "Inertia fuse for HE shells" skill is changed as follows: With the skill, The boost to HE shell armor penetration will be reduced from 30% to 25% for Tier VIII - X ships Due to the fact that the rule of 1/5 of the caliber was applied when calculating HE shell armor penetration on Tier VIII - X ships with 152-155 mm caliber guns, cruisers with 152 mm guns could penetrate the 38mm plating with the 30% bonus applied, which was extremely powerful. With this change, cruisers with 152 mm guns will not be able to penetrate 38mm plating. The armor penetration of some Japanese ships' shells is changed as follows: Armor penetration of 100mm main caliber HE shells of Akizuki, Kitakaze, Harugumo, HSF Harekaze changed from 25 to 30 mm. Armor penetration of 100mm secondary armament HE shells of Ibuki, Zao, Yoshino, Azuma, Kii, Shikishima, Hakuryu changed from 25 to 30 mm. Now the armor penetration of these shells is aligned with the new HE shell penetration of Tier VIII - X ships with 152-155 mm caliber guns, the same as before the changes. The armor penetration of secondary armament shells of German ships: Armor penetration of HE shells from the 105mm secondary armament on Yorck, Prinz Eitel Friedrich, Scharnhorst, Scharnhorst B, Gneisenau, Admiral Graf Spee, and HSF Admiral Graf Spee increased from 18 to 26 mm. The armor penetration of these shells became the same as that of other 105mm secondary armament shells on German ships. Please note that the information in the Development Blog is preliminary and subject to change.
  3. _Weikath_

    PT, balance changes

    We continue to work on improving the balance in our game. The following balance changes will be made in Update 0.9.1: Japanese aircraft carrier Hakuryu. Tier X: Fixed an error with the accuracy of the stock Attack Aircraft, which did not match the accuracy of the researchable Attack Aircraft. The accuracy of the stock fighters was lowered to the levels of the researchable ones; Attack aircraft damage reduced from 3,450 to 3,350. British cruiser Neptune, Tier IX: Main battery reload time reduced from 5 to 4.8 s. American destroyer Gearing, Tier X: Stock torpedo tube reload time reduced from 106 to 103 s; Researchable torpedo tube reload time reduced from 122 to 118 s. Soviet ships: Battleship Sinop, Tier VII: Sigma parameter reduced from 1.6 to 1.55. Battleship Kremlin, Tier X: Sigma parameter reduced from 1.9 to 1.85. Pan-Asian ships: Destroyer Yueyang, Tier X: Torpedo speed increased from 68 to 69 knots; Torpedo tube reload time reduced from 146 to 142 s. Destroyer Chung Mu, Tier IX: Stock torpedo speed increased from 55 to 56 knots; Stock torpedo tube reload time reduced from 122 to 119 s; Researchable torpedoes speed increased from 66 to 67 knots; Researchable torpedo tube reload time reduced from 122 to 119 s. Destroyer Hsienyang, Tier VIII: Researchable torpedo speed increased from 55 to 56 knots; Researchable torpedo tube reload time reduced from 122 to 119 s. Cruiser Irian, Tier VIII: Torpedo speed increased from 68 to 69 knots; Torpedo tube reload time reduced from 136 to 133 s. Cruiser Wukong, Tier VIII: Torpedo speed increased from 63 to 64 knots; Torpedo tube reload time reduced from 110 to 107 s. Destroyer Siliwangi, Tier VIII: Torpedo speed increased from 61 to 62 knots; Torpedo tube reload time reduced from 131 to 128 s. Aircraft: Spotting range of aircraft carriers' squadrons, Patrol Fighters, Catapult Fighters, and Spotting Aircraft decreased from 20 to 19 km (This characteristic determines at what distance the aircraft is capable of spotting an enemy). Please note that the information in the Development Blog is preliminary and subject to change.
  4. Main battery reload times were changed: Surrey, tier VII: from 13 to 12.5 s; Albemarle, tier VIII: from 14 to 13 s; Cheshire, tier VIII: from 15 to 13 s Drake, tier IX: from 16.5 to 18.5 s; Goliath, tier X: from 19.5 to 19 s. We adjusted the parameters of British heavy cruisers based on testing results. Please note that the information in the Development Blog is preliminary.
  5. _Weikath_

    PSA: Sound Setup Guide

    Commanders, Update 0.8.8.1, which fixes sound problems, was installed on the game servers. Unfortunately, some players are still having trouble adjusting the sound in our game. Therefore, we decided to share with you a quick guide to setting up your sound settings: Step 1: Set all volume sliders to the maximum level. Step 2: The main volume sliders are located on the left side of the Audio settings window. You should start adjusting these settings only after completing the previous step. Main volume sliders include: General volume level - manages all sound in the game; SFX volume - manages all sounds except music and voice messages. Step 3: There are several sliders on the right side of the Audio settings window for "fine-tuning" the sound: Gunfire volume - in the range from 100% to 50% adjusts the volume of your ship's shots, and in the range from 50% to 0% adjusts the volume of all shots in the game. This slider also adjusts the hit volume; Engine sounds - in the range of 100% to 80% regulates the volume of "low-frequency knocking" in the engine sound. In the range of 80% to 0% adjusts the overall volume of the engines. Please note: if the volume level is reduced to a minimum, it is possible that a category of sound will be muted because very quiet sounds are not a priority for the game sound system. We also advise you to pay attention to the "Wide dynamic range" checkbox on the left-hand side of the audio settings screen. This option is enabled for all players by default. Turning it off will minimize the difference in volume between the loudest and the quietest sounds in the game. We recommend you disable this setting in the following cases: If you are using a laptop or other device with built-in speakers; If you don't think the sound in the game is balanced enough, even after "fine-tuning" the volume. When disabling this option, be sure to set the sliders on the right side of the settings menu to maximum volume. We'll continue to keep an eye on the sound in our game and hope these simple tips will help you to optimize in-game sounds.
  6. Commanders, In update 0.8.8 we performed some major sound changes. Unfortunately, this version contains a few bugs that diminished your experience with the new audio. We apologize to you for that. Thank you for your feedback on the sound changes, it will help us to identify and fix all of the problems. The patch with bug fixes will be released before the end of the week. Preliminary list of fixes: Fixing the War Drums music mode; Fixed an error that caused the ship's destruction message to be repeated; Improvement of the sound of fires, hits, AA defenses and secondaries; Changes in the sound transmission of enemy and friendly shots; Fixed an error that causes the Audio Settings menu to not work properly. Since some of the problems were related to the impossibility of fine-tuning the sound of the game due to incorrect functioning of the settings menu, we suggest the following temporary solution: Set all settings to the maximum volume; Turn down the game volume using the " General volume level " setting to a comfortable level; Turn down the engine volume by 20% using the "Engine volume" setting; You can also adjust the "Ambient sound Volume" setting to your preference. Other sound parameters will be configurable after corrections are made. After the bugs are fixed, we will be happy to hear the feedback you have on the new audio in our game. Thank you for your understanding and we wish you many successful battles!
  7. _Weikath_

    PT, AA changes

    Today, additional AA changes will be made on the public test server. The functioning of the AA zones will be changed and the AA defense plus aircraft parameters will be balanced. These complex changes are aimed at: Improving the AA defense balance, considering the changes in previous versions; Making the confrontation of ships with a gap of one and two tiers more convenient and make non-top players life easier (both when playing against aircraft carriers and for them). In the version 0.8.0, the AA Defense was divided into three non-crossing zones (short-range, mid-range and long-range) to emphasize unique features of each ship's AA Defense. However, its side effects have sometimes led to irrational situations. In Update 0.8.7 we have changed the AA zones in a way that they now overlap and supplement each other: short-range air defense zone now can't be less than 1,5 km, while a mid-range zone and long-range zone will start at a distance of 100m from the ship and end at the same distance from the ship as before, but can't be smaller than 2,5 rm and 4 km accordingly. This way we will eliminate the flaws of old mechanics. To compensate for the increased constant AA damage from the crossing of AA zones, the damage to each zone will be reduced. Together with the AA zones, the spawning radius of explosions will be changed. Now they will begin to appear on the border of the long-range zone and end at 3.5 km from the ship. This will allow the aircraft carrier commander to focus on dogging explosions while approaching the enemy and after reaching 3,5 km mark - to aim correctly and choose correct lead for a successful attack. Updated the progression of planes and AA characteristics as the tier of ships increases. Now the number of aircraft Hit Points and AA damage of ships tier IV-X will change more smoothly from tier to tier. Thus, playing for aviation and against it will not so much depend on the gap in the tier of ships. As well as this change will decrease the gap in effectiveness between ships with weak and powerful AA Defense. Along with the change in the progression of air defense and overlapping zones, we have also changed the parameters of consumable "Defensive AA Fire" for all classes. From now on the continuous damage bonus is equal 50% instead of 100% and 200%, but the damage in explosions is now increased from 100% and 200% to 300%. For the cruiser Stalingrad, the bonus to continuous damage will be 25%, because the duration of the consumable is 60 seconds, instead of the standard 40 seconds. The continuous damage bonus is now decreased due to the new air defense mechanics and due to the summing of one ship's damage zones - considering old values this gain would be extremely effective and leave no chance for the squadron to break through to the target or escape from AA zones. The values of consumable for destroyers is now equated to other classes because after progression changing, the characteristics of AA in ships with a weak configuration was strengthened and the effectiveness of destroyers with good air defense under "Defensive AA Fire" exceeded the power of cruisers and battleships. For example, the AA effectiveness of Grozovoi with activated consumable exceeded the effectiveness of the air defense of the battleship Kremlin. Instead of a reduced bonus to continuous damage, the damage caused by explosions will be increased. Now when the aircraft enters explosions during the action of " Defensive AA Fire " it is almost guaranteed to be destroyed. Please recall, that explosions with activated consumable are highlighted in red. To balance the overall damage obtained by aircraft considering all AA Defense buffs, we have decreased the return height of the planes after an attack, so planes that performed attack and return to carrier become immune to damage earlier. This way, more aircraft will be able to get back to the aircraft carrier, while this parameter will remain the same for "F" button to avoid spamming. In addition to that, Sight stabilization skill has been enhanced to achieve even faster aiming. We will need additional time to proceed with more exact adjustments. Going further, a decision on whether or not any specific changes will be included in the release version will be taken based on the results of the Public test. We welcome your detailed feedback and appreciate your participation in testing. Please note that the information in the Development Blog is preliminary.
  8. Dear players, After additional discussion regarding our name choices for Tier VIII-X Italian cruisers, we decided to choose a different set of names. Your main concern after our previous clarification was that Verona, Torino and Milano had no naval theme, and we address it thus: Verona will be renamed to Amalfi. Amalfi is an historical port town on the West coast of Italy, and there was an armored cruiser with such name in the beginning of 20th century. Torino will be renamed to Brindisi. It is an historical port town on the East coast of Italy, and this name also belonged to a 1920-30 light cruiser. Milano will be renamed to Venezia. Apart from the obvious maritime theme, it was also a 1920-30 light cruiser. The names Pisa, Napoli and Palermo will be reserved for possible future ships. We also reserve the right to use Verona, Torino, Milano and any other names in the future, should we run out of reasonably significant maritime options. Thank you, and arrivederci!
  9. Researchable Italian tier I-X cruisers, as well as Italian Premium tier V cruiser Genova and Italian tier X destroyer Paolo Emilio will be added to the game in the upcoming super test session. Italian cruisers have special consumable "Fuel Smokes", unique ammunition - semi-armor piercing shells, good maneuverability and a high salvo weight with long reload time. Semi-armor piercing shells have the features of two types of shells at once: Semi-armor piercing shells can ricochet, but the angles of the ricochet are more comfortable than those of armor piercing shells (60-85°); For semi-armor piercing shells, the 14.3-caliber rule will apply; If the ricochet does not happen, the mechanics of semi-armor piercing shells is similar to high explosive ones; Semi-armor piercing shells don't have over penetrations; Can't cause a fire; Damage and penetration is better than high explosive shells; Semi-armor piercing shells deal only 10% of their damage to destroyers. Semi-armor piercing shells are designed to deal stable high damage when armor piercing shells are not effective. Fuel smokes are almost similar to a usual smoke generator, but a ship equipped with fuel smokes is able to be concealed at full speed. Therefore, Italian cruisers will be able to hide from enemy ships or aircraft, without sacrificing speed and the ability to maneuver. Fuel smokes last from 25 to 40 seconds and disperse in 10 seconds. Italian cruisers are equipped with a small number of torpedoes with not the highest damage and speed, but with good range, low visibility and short reload time. We also want to comment on the situation with the names of Italian cruisers. It is indeed true that Italian heavy cruisers of 1920-1930 were named after the cities conquered in WWI. However, from what we see, Italians specifically chose the cities that had significant value – either strategic or ideologic. Most of such symbolic names were all used up for historic ships already – like Trento, Fiume, Zara, Pola, Gorizia and Bolzano. Since no further heavy cruisers were actually built after Bolzano, it’s difficult to state with certainty what names they would have received. We did consider a couple of options for new ship names, and we decided to go on with the “signature” Italian cities for their significance and strong association with Italy, even if they do not follow the tradition above. Hence, we have Milano, Torino, Verona and Genova. We also reserved Venezia for future possible ships. It's worth mentioning that Regia Marina did use such Italian city names before – if we look at armored cruisers of the 1910s and light cruisers of the 1920s - Pisa, Taranto, Bari, etc. So, this naming concept is not entirely made up or erroneous, it was used already. We thank you for your contributions and discussion. Italian cruiser Eritrea, tier I Hit points – 8100. Plating - 6 mm. semi-AP Main battery - 2x2 120 mm. Firing range - 9.9 km. Maximum HE shell damage – 850. Chance to cause fire – 6%. Reload time - 4.5 s. 180 degree turn time - 22.5 s. Maximum dispersion - 90 m. HE initial velocity - 750 m/s. Sigma – 2.00. Maximum speed - 20.0 kt. Turning circle radius - 310 m. Rudder shift time – 5.7 s. Surface detectability – 6.8 km. Air detectability – 7.1 km. Detectability after firing main guns in smoke – 2.4 km. Available consumables: 1 slot - Damage Control Party. Italian cruiser Nino Bixio, tier II Hit points – 16600. Plating - 6 mm. Main battery - 8x1 120 mm. Firing range - 11.4 km. Maximum semi-AP shell damage - 2850. Maximum AP shell damage - 2100. Reload time - 13 s. 180 degree turn time - 22.5 s. Maximum dispersion - 111 m. Semi-AP initial velocity - 840 m/s. AP initial velocity - 850 m/s. Sigma – 2.00. Maximum speed - 26.8 kt. Turning circle radius - 480 m. Rudder shift time – 4.8 s. Surface detectability – 8.1 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke – 2.9 km. Available consumables: 1 slot - Damage Control Party. Italian cruiser Taranto, tier III Hit points – 19600. Plating - 6 mm. Main battery - 7x1 150 mm. Firing range - 10.6 km. Maximum Semi-AP shell damage - 3550. Maximum AP shell damage - 3700. Reload time - 13 s. 180 degree turn time - 25.7 s. Maximum dispersion - 106 m. Semi-AP initial velocity - 835 m/s. AP initial velocity - 835 m/s. Sigma – 2.00. Torpedo tubes - 2x2 533 mm. Maximum damage - 9067. Range - 8.0 km. Speed - 51 kt. Reload time - 47 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 2x1 76.2 mm. AA defense mid-range: number of explosions in a salvo - 1, damage within an explosion - 210, continuous damage per second - 18, hit probability - 74 %, action zone 1.0-3.0 km; Maximum speed - 28.2 kt. Turning circle radius - 450 m. Rudder shift time – 5.7 s. Surface detectability – 9.4 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke – 4.1 km. Available consumables: 1 slot - Damage Control Party. Italian cruiser Alberto di Giussano, tier IV Hit points – 24000. Plating - 10 mm. Main battery - 4x2 152 mm. Firing range - 15.6 km. Maximum semi-AP shell damage - 3850. Maximum AP shell damage - 3000. Reload time - 15 s. 180 degree turn time - 25.7 s. Maximum dispersion - 140 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 850 m/s. Sigma – 2.00. Torpedo tubes - 2x2 533 mm. Maximum damage - 9067. Range - 8.0 km. Speed - 51 kt. Reload time - 47 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 2x1 20.0 mm, 4x2 20.0 mm, 3x2 100.0 mm. AA defense short-range: continuous damage per second - 88, hit probability - 72 %, action zone 0.1-1.5 km; AA defense long-range: number of explosions in a salvo - 1, damage within an explosion - 350, continuous damage per second - 35, hit probability - 77 %, action zone 1.5-4.6 km; Maximum speed - 36.5 kt. Turning circle radius - 580 m. Rudder shift time – 7.0 s. Surface detectability – 11.1 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke – 5.1 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fighter. Italian cruiser Raimondo Montecuccoli, tier V Hit points – 26500. Plating - 13 mm. Main battery - 4x2 152 mm. Firing range - 14.9 km. Maximum Semi-AP shell damage - 3850. Maximum AP shell damage - 3000. Reload time - 13 s. 180 degree turn time - 30 s. Maximum dispersion - 136 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 850 m/s. Sigma – 2.00. Torpedo tubes - 2x2 533 mm. Maximum damage - 12667. Range - 10.0 km. Speed - 51 kt. Reload time - 47 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 10x1 20.0 mm, 3x2 100.0 mm, 4x2 37.0 mm. AA defense short-range: continuous damage per second - 158, hit probability - 74 %, action zone 0.1-1.5 km; AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 350, continuous damage per second - 88, hit probability - 79 %, action zone 1.5-3.5 km; AA defense long-range: number of explosions in a salvo - 1, damage within an explosion - 490, continuous damage per second - 35, hit probability - 79 %, action zone 3.5-4.6 km; Maximum speed - 37.0 kt. Turning circle radius - 610 m. Rudder shift time – 7.6 s. Surface detectability – 11.6 km. Air detectability – 6.6 km. Detectability after firing main guns in smoke – 5.5 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. Italian cruiser Trento, tier VI Hit points – 34500. Plating - 16 mm. Main battery - 4x2 203 mm. Firing range - 16.9 km. Maximum semi-AP shell damage - 4800. Maximum AP shell damage - 4700. Reload time - 15 s. 180 degree turn time - 25.7 s. Maximum dispersion - 150 m. Semi-AP initial velocity - 840 m/s. AP initial velocity - 840 m/s. Sigma – 2.00. Torpedo tubes - 2x3 533 mm. Maximum damage - 12667. Range - 12.0 km. Speed - 51 kt. Reload time - 71 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 10x2 20.0 mm, 4x2 37.0 mm, 6x2 100.0 mm, 4x2 13.2 mm. AA defense short-range: continuous damage per second - 193, hit probability - 77 %, action zone 0.1-1.5 km; AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 490, continuous damage per second - 88, hit probability - 81 %, action zone 1.5-3.5 km; AA defense long-range: number of explosions in a salvo - 2, damage within an explosion - 700, continuous damage per second - 53, hit probability - 81 %, action zone 3.5-4.6 km; Maximum speed - 35.0 kt. Turning circle radius - 630 m. Rudder shift time – 9.5 s. Surface detectability – 14.5 km. Air detectability – 7.9 km. Detectability after firing main guns in smoke – 8.7 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. Italian cruiser Zara, tier VII Hit points – 37100. Plating - 16 mm. Main battery - 4x2 203 mm. Firing range - 15.8 km. Maximum semi-AP shell damage - 5050. Maximum AP shell damage - 4800. Reload time - 15 s. 180 degree turn time - 25.7 s. Maximum dispersion - 142 m. Semi-AP initial velocity - 900 m/s. AP initial velocity - 900 m/s. Sigma – 2.00. Torpedo tubes - 2x3 533 mm. Maximum damage - 12667. Range - 12.0 km. Speed - 51 kt. Reload time - 71 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 10x1 20.0 mm, 4x2 20.0 mm, 6x2 37.0 mm, 6x2 100.0 mm. AA defense short-range: continuous damage per second - 158, hit probability - 79 %, action zone 0.1-1.5 km; AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 630, continuous damage per second - 140, hit probability - 83 %, action zone 1.5-3.5 km; AA defense long-range: number of explosions in a salvo - 2, damage within an explosion - 840, continuous damage per second - 53, hit probability - 83 %, action zone 3.5-4.6 km; Maximum speed - 32.0 kt. Turning circle radius - 580 m. Rudder shift time – 9.8 s. Surface detectability – 14.0 km. Air detectability – 7.5 km. Detectability after firing main guns in smoke – 8.3 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. Italian cruiser Verona, tier VIII Hit points – 42800. Plating - 25 mm. Main battery - 3x3 203 mm. Firing range - 15.3 km. Maximum semi-AP shell damage - 5200. Maximum AP shell damage - 4900. Reload time - 16 s. 180 degree turn time - 25.7 s. Maximum dispersion - 139 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 910 m/s. Sigma – 2.00. Torpedo tubes - 2x4 533 mm. Maximum damage - 12667. Range - 12.0 km. Speed - 51 kt. Reload time - 95 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 6x1 65.0 mm, 12x6 20.0 mm, 12x1 90.0 mm. AA defense short-range: continuous damage per second - 350, hit probability - 81 %, action zone 0.1-1.5 km; AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 910, continuous damage per second - 140, hit probability - 85 %, action zone 1.5-3.7 km; AA defense long-range: number of explosions in a salvo - 6, damage within an explosion - 1050, continuous damage per second - 140, hit probability - 85 %, action zone 3.7-4.6 km; Maximum speed - 37.0 kt. Turning circle radius - 680 m. Rudder shift time – 11.0 s. Surface detectability – 14.4 km. Air detectability – 9.5 km. Detectability after firing main guns in smoke – 8.7 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. Italian cruiser Torino, tier IX Hit points – 44800. Plating - 25 mm. Main battery - 4x3 203 mm. Firing range - 16.7 km. Maximum semi-AP shell damage - 5200. Maximum AP shell damage - 4900. Reload time - 20 s. 180 degree turn time - 25.7 s. Maximum dispersion - 148 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 910 m/s. Sigma – 2.05. Torpedo tubes - 2x4 533 mm. Maximum damage - 13900. Range - 13.5 km. Speed - 56 kt. Reload time - 95 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km. AA defense: 8x1 65.0 mm, 16x2 37.0 mm, 12x1 90.0 mm. AA defense mid-range: number of explosions in a salvo - 11, damage within an explosion - 980, continuous damage per second - 526, hit probability - 88 %, action zone 1.0-3.7 km; AA defense long-range: number of explosions in a salvo - 6, damage within an explosion - 1260, continuous damage per second - 158, hit probability - 88 %, action zone 3.7-4.6 km; Maximum speed - 36.7 kt. Turning circle radius - 730 m. Rudder shift time – 10.8 s. Surface detectability – 15.5 km. Air detectability – 10.2 km. Detectability after firing main guns in smoke – 9.7 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. 4 slot - Repair Party. Italian cruiser Milano, tier X Hit points – 51800. Plating - 25 mm. Main battery - 5x3 203 mm. Firing range - 17.1 km. Maximum semi-AP shell damage - 5200. Maximum AP shell damage - 4900. Reload time - 20 s. 180 degree turn time - 25.7 s. Maximum dispersion - 151 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 910 m/s. Sigma – 2.05. Torpedo tubes - 2x3 533 mm. Maximum damage - 13900. Range - 13.5 km. Speed - 56 kt. Reload time - 71 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km. AA defense: 8x2 65.0 mm, 10x4 37.0 mm, 12x2 90.0 mm. AA defense mid-range: number of explosions in a salvo - 12, damage within an explosion - 1120, continuous damage per second - 665, hit probability - 90 %, action zone 1.0-3.7 km; AA defense long-range: number of explosions in a salvo - 8, damage within an explosion - 1400, continuous damage per second - 228, hit probability - 90 %, action zone 3.7-4.6 km; Maximum speed - 36.6 kt. Turning circle radius - 760 m. Rudder shift time – 11.6 s. Surface detectability – 15.7 km. Air detectability – 11.1 km. Detectability after firing main guns in smoke – 9.9 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. 4 slot - Repair Party. Italian cruiser Genova, tier V Hit points – 30100. Plating - 13 mm. Main battery - 4x2 203 mm. Firing range - 13.1 km. Maximum semi-AP shell damage - 4800. Maximum AP shell damage - 4700. Reload time - 20 s. 180 degree turn time - 25.7 s. Maximum dispersion - 123 m. Semi-AP initial velocity - 840 m/s. AP initial velocity - 840 m/s. Sigma – 2.00. Torpedo tubes - 4x2 533 mm. Maximum damage - 9067. Range - 8.0 km. Speed - 51 kt. Reload time - 47 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 12x1 102.0 mm, 4x1 76.2 mm. AA defense mid-range: number of explosions in a salvo - 1, damage within an explosion - 420, continuous damage per second - 35, hit probability - 79 %, action zone 1.0-3.0 km; AA defense long-range: number of explosions in a salvo - 1, damage within an explosion - 490, continuous damage per second - 53, hit probability - 79 %, action zone 3.0-4.0 km; Maximum speed - 34.5 kt. Turning circle radius - 660 m. Rudder shift time – 8.6 s. Surface detectability – 11.8 km. Air detectability – 11.1 km. Detectability after firing main guns in smoke – 6.6 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fighter / Spotting Aircraft. All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Italian tier X destroyer Paolo Emilio is at the initial stage of testing and added to the game to test the model of the ship. Therefore, her characteristics will be announced later. Please note that the information in the Development Blog is preliminary.
  10. The characteristics of these ships are currently in the balancing stage. We will publish further details in the near future.
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