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Crysantos

ST - new mechanics and consumables

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Greetings, commanders!

 

There will be closed testing of new mechanics and consumables for the new possible game mode:

  • Fuel Smoke consumable. By injecting fuel into the smoke stack the ship is covered by the smoke screen, but for the less time than using Smoke Generator. This consumable allows the ship to move at full speed and still be in the smoke screen;
  • Smoke Shells consumable, which allows setting smoke screens at range by main caliber guns;
  • Semi-armor-piercing shells - a new type of shells, which has high damage and low armor penetration. Like armor-piercing shells, these new shells can't start the fire;
  • Near-shore concealment - ship ability, lowering her detection range near the shores. The ability is activated automatically if the ship is not moving or moves at low speed.

These are early prototypes and their names, parameters and properties may change during testing.

 

Please note that the information in the Development Blog is preliminary.

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22 minutes ago, Crysantos said:

Greetings, commanders!

 

There will be closed testing of new mechanics and consumables for the new possible game mode:

  • Fuel Smoke consumable. By injecting fuel into the smoke stack the ship is covered by the smoke screen, but for the less time than using Smoke Generator. This consumable allows the ship to move at full speed and still be in the smoke screen;
  • Smoke Shells consumable, which allows setting smoke screens at range by main caliber guns;
  • Semi-armor-piercing shells - a new type of shells, which has high damage and low armor penetration. Like armor-piercing shells, these new shells can't start the fire;
  • Near-shore concealment - ship ability, lowering her detection range near the shores. The ability is activated automatically if the ship is not moving or moves at low speed.

These are early prototypes and their names, parameters and properties may change during testing.

 

Please note that the information in the Development Blog is preliminary.

 

 

Hopefully this is not a testbed for premium shells

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[SICK]
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SAP shells mean one thing... 

 

Testing for Italian ships! 

Search your feelings, you know it to be true. 

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51 minutes ago, Crysantos said:

Semi-armor-piercing shells - a new type of shells, which has high damage and low armor penetration. Like armor-piercing shells, these new shells can't start the fire;

imageproxy.jpg.7e4dc989625a7b6c9868159e5808eb75.jpg

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1 hour ago, Crysantos said:

Greetings, commanders!

 

There will be closed testing of new mechanics and consumables for the new possible game mode:

  • Fuel Smoke consumable. By injecting fuel into the smoke stack the ship is covered by the smoke screen, but for the less time than using Smoke Generator. This consumable allows the ship to move at full speed and still be in the smoke screen;
  • Smoke Shells consumable, which allows setting smoke screens at range by main caliber guns;
  • Semi-armor-piercing shells - a new type of shells, which has high damage and low armor penetration. Like armor-piercing shells, these new shells can't start the fire;
  • Near-shore concealment - ship ability, lowering her detection range near the shores. The ability is activated automatically if the ship is not moving or moves at low speed.

These are early prototypes and their names, parameters and properties may change during testing.

 

Please note that the information in the Development Blog is preliminary.

 

Support CVs on da way ...? :Smile_trollface:

 

SAP Shells could be something though

 

And coast clutter hiding - could be good - let’s see

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2 hours ago, Crysantos said:

Greetings, commanders!

 

There will be closed testing of new mechanics and consumables for the new possible game mode:

  • Fuel Smoke consumable. By injecting fuel into the smoke stack the ship is covered by the smoke screen, but for the less time than using Smoke Generator. This consumable allows the ship to move at full speed and still be in the smoke screen;
  • Smoke Shells consumable, which allows setting smoke screens at range by main caliber guns;
  • Semi-armor-piercing shells - a new type of shells, which has high damage and low armor penetration. Like armor-piercing shells, these new shells can't start the fire;
  • Near-shore concealment - ship ability, lowering her detection range near the shores. The ability is activated automatically if the ship is not moving or moves at low speed.

These are early prototypes and their names, parameters and properties may change during testing.

 

Please note that the information in the Development Blog is preliminary.

WoW, finally some innovation :)

At first I believed its an April hoax. I already wondered about the Rockets in 0.8.0 and was positively surprised then.

Finally, WG is pulling its socks up to bring innovations to the game...And not only producing another 200 ship variations.

 

Other game productions are progressing at lightning speed.

WG is trying to catch up with real new gameplay content - Thank you.

 

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so ships get theyre detection decreased just because they are moving at 1/4 speed or dont move at all? this smells like another DD nerf! 

Edit: just found out these are part of a new possible game mode so it is alright but never implement that thing with moving slowly means harder to detect in randoms, ranked or clan battles!

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Would be interesting to know how the SAP shells work.

Do they have directional penetration like AP, then they need skill to use.

Or do they have 360 degree penetration like HE, then they are basicly IFHE shells with more damage and no fire.

 

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5 hours ago, Crysantos said:

Greetings, commanders!

 

There will be closed testing of new mechanics and consumables for the new possible game mode:

  • Fuel Smoke consumable. By injecting fuel into the smoke stack the ship is covered by the smoke screen, but for the less time than using Smoke Generator. This consumable allows the ship to move at full speed and still be in the smoke screen;
  • Smoke Shells consumable, which allows setting smoke screens at range by main caliber guns;
  • Semi-armor-piercing shells - a new type of shells, which has high damage and low armor penetration. Like armor-piercing shells, these new shells can't start the fire;
  • Near-shore concealment - ship ability, lowering her detection range near the shores. The ability is activated automatically if the ship is not moving or moves at low speed.

These are early prototypes and their names, parameters and properties may change during testing.

 

Please note that the information in the Development Blog is preliminary.

Premium shells? @Crysantos A lot of people is worried about this. Please make it clear

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1 hour ago, Alelos said:

Premium shells? @Crysantos A lot of people is worried about this. Please make it clear

Let me answer you : never say never

They found a way to earn money from new silver ship line release . so  do you think they don't consider selling premium shells?

 

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22 hours ago, Crysantos said:

Greetings, commanders!

 

There will be closed testing of new mechanics and consumables for the new possible game mode:

  • Fuel Smoke consumable. By injecting fuel into the smoke stack the ship is covered by the smoke screen, but for the less time than using Smoke Generator. This consumable allows the ship to move at full speed and still be in the smoke screen;
  • Smoke Shells consumable, which allows setting smoke screens at range by main caliber guns;
  • Semi-armor-piercing shells - a new type of shells, which has high damage and low armor penetration. Like armor-piercing shells, these new shells can't start the fire;
  • Near-shore concealment - ship ability, lowering her detection range near the shores. The ability is activated automatically if the ship is not moving or moves at low speed.

These are early prototypes and their names, parameters and properties may change during testing.

 

Please note that the information in the Development Blog is preliminary.

1. I'm curious how that would work-out and for what line of warship it would be available.. 

2. Even more smoke. This could help cover the DD's more, but if it's a puff of smoke It would be great. If its catapulting an gearing smoke canister across the map, this would be less fun. 

 

3. This could be an answer for those trollish armor like that of a DD or a Zao, but again that's why we have HE. But I hope it won't become a premium round. I've seen how gold ammo have destroyed the fun of playing World of Tanks. (also Wargaming have said on camera they wouldn't add premium rounds to the game) 

 

4. Would that also work at maps like Ocean? And does this mean you're looking into an class based skill tree instead of an universal skill tree for all classes to use? 

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Quality Poster, In AlfaTesters
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A lot of this stuff just seems like it would be for the event, its not like WG added any of the halloween event consumables to future ship lines like the aura heal, target blocker or damage heal, although these are a lot less realistic than smoke shells, etc.

 

SAP shells could relate to features of an italian ship line however.

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42 minutes ago, Astolfo_Is_My_Waifu said:

A lot of this stuff just seems like it would be for the event, its not like WG added any of the halloween event consumables to future ship lines like the aura heal, target blocker or aura heal, although these are a lot less realistic than smoke shells, etc.

 

SAP shells could relate to features of an italian ship line however.

Well, events are always a good test bed for potential changes or additions - but right now this is being tested for an event, correct :)

 

Greetings, Crysantos

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27 minut temu, Crysantos napisał:

right now this is being tested for an event

 

OK, understood. But what about possible IFHE changes and cruiser middle section reinforcement? One sentence from mysterious garden of WG wisdom :-), please...

 

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1 hour ago, umbra_arboris said:

OK, understood. But what about possible IFHE changes and cruiser middle section reinforcement? One sentence from mysterious garden of WG wisdom :-), please...

There's nothing to be shared yet - but we'll let you know as soon as we have something to announce there.

 

Greetings, Crysantos

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5 hours ago, Astolfo_Is_My_Waifu said:

A lot of this stuff just seems like it would be for the event, its not like WG added any of the halloween event consumables to future ship lines like the aura heal, target blocker or damage heal, although these are a lot less realistic than smoke shells, etc.

 

SAP shells could relate to features of an italian ship line however.

 

I see the Fuel Smoke more likely to be an Italian Cruiser line feature, always thought looking at the current Italian ships that have the fairly large smoke launchers on them which can be used to withdraw from an engagement seeing as the current cruisers seem to be close range hit and run ships with good speed and a short duration smokescreen to help withdraw from a fight would be a great tool to support the play-style.

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On 6/11/2019 at 7:16 PM, ColonelPete said:

Would be interesting to know how the SAP shells work.

Do they have directional penetration like AP, then they need skill to use.

Or do they have 360 degree penetration like HE, then they are basicly IFHE shells with more damage and no fire.

 

My thoughts exactly...and how relevant this shell actually will be (assuming it is intended for italian BBs) when british BBs' HE is basicaly already semiAP shell with fire starting ability on top

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13 minutes ago, puxflacet said:

My thoughts exactly...and how relevant this shell actually will be when british BBs' HE is basicaly already semiAP shell with fire starting ability on top

well, british BB's HE are only for british BB's...

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19 minutes ago, puxflacet said:

My thoughts exactly...and how relevant this shell actually will be (assuming it is intended for italian BBs) when british BBs' HE is basicaly already semiAP shell with fire starting ability on top

If this shell is to replace HE on any ship some mechanic to allow high oblique damage needs to be in place, imoo. Either better autobounce angles or if the shell fails the autobounce check it acts as an HE shell? Example: If the autobounce check fails the shell imparts reduced HE damage. Say 2500(instead of ~5000) alpha with no burn chance and possibly still minor splash damage component?

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2 hours ago, elblancogringo said:

well, british BB's HE are only for british BB's...

well, my point was like: if italian BBs' gimmick is suppose to be AP and semi-AP, there should be something what makes it worth it, because british BBs can say: "hey, we already have semi-AP shell, and it can even start a fire"

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