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Sehales

ST, Upgrades changes

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In version 0.9.1 we will change the existing upgrades in our game and add some new ones. These changes will add more variety in the choice of upgrades and will allow players to further customize their ship to suit their play style.

Some upgrades will be replaced by new ones and removed from the game. In this case, the upgrades already mounted on the ships will be replaced by their new versions. Upgrades in the inventory will be exchanged for credits for their full value.

 

New upgrades

Maneuverability system (slot #2):

  • This upgrade will replace the "Propulsion Modification 1" and "Steering gears Modification 1" upgrades, which will both be removed from the game. The new upgrade will combine both of their bonuses into one:
    • -20% risk of engine and steering gears becoming incapacitated;
    • -20% engine and steering gears repair time.

 

Torpedo tubes Modification 1 (slot #3):

  • +20% to torpedo tubes turn speed;
  • -40% risk of torpedo tubes becoming incapacitated;
  • +5% to ship torpedo speed;

 

Aerial torpedos Modification 1 (slot #3)

  • +5% to aerial torpedo speed

 

Torpedo protection system (slot #5):

  • Replaces the "Target Acquisition System Modification 1" and will give the following bonuses:
    • Allows for torpedoes to be detected at a fixed distance of 1.8 km, regardless of the torpedoes' detectability range ("Vigilance" skill will improve it);
    • Add +5% to ship's torpedo protection.

 

Ship's consumables Modification 1 (slot #5):

  • +10% to action time of ship's consumables.

 

Squadron's consumables Modification 1 (slot #5):

  • +30% to action time of squadron's consumables.

 

Auxiliary Armaments Modification 1 (slot #6):

  • Upgrade will combine the "AA Guns Modification 2" and "Secondary Battery Modification 2" upgrades, which will be removed from the game:
    • +15% continuous damage from AA mounts;
    • +15% damage per second within the explosion radius of shells fired from AA defenses;
    • -20% to secondary battery reload time;
    • +2 to the number of explosions produced by salvos from AA defenses while the "Defensive AA fire" consumable is active.

 

Upgrades changes

Damage Control System Modification 1 (slot #2):

  • Added a bonus that gives +2% to ship's torpedo protection.

 

Defensive AA fire Modification 1:

  • Added bonus that reduces the reload time of the "Defensive AA fire" consumable by 10%.

 

Main Battery Modification 2 (slot #3):

  • Removed penalty to main battery reload time.

 

AA guns Modification 1 (slot #3):

  • Bonus to the number of explosions produced by salvos from AA defenses replaced by a -20% reduction to Priority AA Sector preparation time.

 

Special upgrades:

  • For all special upgrades, the restrictions on installation by class and tier of ships have been removed.

 

Please note that the information in the Development Blog is preliminary and subject to change.

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7 minutes ago, Sehales said:

Main Battery Modification 2 (slot #3):

  • Removed penalty to main battery reload time.

Finally! this will make it a really good upgrade for so many ships.

 

7 minutes ago, Sehales said:

Auxiliary Armaments Modification 1 (slot #6):

  • Upgrade will combine the "AA Guns Modification 2" and "Secondary Battery Modification 2" upgrades, which will be removed from the game:
    • +15% continuous damage from AA mounts;
    • +15% damage per second within the explosion radius of shells fired from AA defenses;
    • -20% to secondary battery reload time;
    • +2 to the number of explosions produced by salvos from AA defenses while the "Defensive AA fire" consumable is active.

I rarely run this upgrade, but it's a nice change. Speaking of nice changes.

 

8 minutes ago, Sehales said:

Maneuverability system (slot #2):

  • This upgrade will replace the "Propulsion Modification 1" and "Steering gears Modification 1" upgrades, which will both be removed from the game. The new upgrade will combine both of their bonuses into one:
    • -20% risk of engine and steering gears becoming incapacitated;
    • -20% engine and steering gears repair time.

A great buff to DDs but also to the fragile cruisers that lost both rudder and engine when people looked at them.

 

9 minutes ago, Sehales said:

Special upgrades:

  • For all special upgrades, the restrictions on installation by class and tier of ships have been removed.

I will most likely blow all of my coal on special upgrades now. Belfast, Atlanta, and Missouri with radar mod. The evil will have no limits.

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Ship's consumables Modification 1 (slot #5):

  • +10% to action time of ship's consumables.

Does it include repair party and does that mean you can heal more hp?

 

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sooo ...

 

1. Auxiliary Armaments Modification 1  - secondary range NERF ???

2. Ship's consumables Modification 1  - does this apply to all of them ? even heals and radars ? Will radar duration be nerfed to compensate as this stacks with the radar upgrade ? We definitely do not need more radar in the game, EDIT: French speed boost ? MBRB ??? Seriously this needs to be scraped ... too much negative impact ...

3. Torpedo tubes Modification 1 - So free TA without drawbacks ? seriously ?

4. Torpedo protection system - severe nerf to DW torps and any slow moving torps (Black anyone ?)

 

All in all, there are like 2 straight good upgrades, then a lot of things that will heavily upset the meta in a bad way ... basically Manouverability systems is the only one without any negative effects I see on the list ...

 

Overall, not impressed ...

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26 minutes ago, Sehales said:

Upgrades changes

 

AA guns Modification 1 (slot #3):

  • Bonus to the number of explosions produced by salvos from AA defenses replaced by a -20% reduction to Priority AA Sector preparation time.

 

 

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30 minutes ago, hallvard98 said:

Ship's consumables Modification 1 (slot #5):

  • +10% to action time of ship's consumables.

Does it include repair party and does that mean you can heal more hp?

 

Interesting question @Sehales

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31 minutes ago, hallvard98 said:

Ship's consumables Modification 1 (slot #5):

  • +10% to action time of ship's consumables.

Does it include repair party and does that mean you can heal more hp?

 

That would be OP on super heal ships.

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New upgrades

Maneuverability system (slot #2):

  • This upgrade will replace the "Propulsion Modification 1" and "Steering gears Modification 1" upgrades, which will both be removed from the game. The new upgrade will combine both of their bonuses into one:
    • -20% risk of engine and steering gears becoming incapacitated;
    • -20% engine and steering gears repair time.

 

I'm OK with that

 

Torpedo tubes Modification 1 (slot #3):

  • +20% to torpedo tubes turn speed;
  • -40% risk of torpedo tubes becoming incapacitated;
  • +5% to ship torpedo speed;

a bit on Edge, I don't want to know how fast those Pan-Europe torps will end up, especially since it's percentage based. So fast torps will benefit more than slow torps. (So basically useless for Benson, for example)

 

Aerial torpedos Modification 1 (slot #3)

  • +5% to aerial torpedo speed

Also, percentage based, so CVs with slow aerial torpedos are better of taking another module. Basically it's just for IJN CVs

 

Torpedo protection system (slot #5):

  • Replaces the "Target Acquisition System Modification 1" and will give the following bonuses:
    • Allows for torpedoes to be detected at a fixed distance of 1.8 km, regardless of the torpedoes' detectability range ("Vigilance" skill will improve it);
    • Add +5% to ship's torpedo protection.

 

That's an interesting choice of words: "to be detected at a fixed distance of 1.8 km, regardless of the torpedoes' detectability range" - does this mean, the 20km Shima torps will also only be spotted at 1.8 km? In that case, those 20km torps get buffed against players using this module.

 

Ship's consumables Modification 1 (slot #5):

  • +10% to action time of ship's consumables.

When looking at the Italien captain, this means heals will also be buffed. I see a lot of Conqueror running around with this module.

 

Squadron's consumables Modification 1 (slot #5):

  • +30% to action time of squadron's consumables.

not really a CV player, but it looks nice, although you have to give up squadron replenishment capabilities

 

Auxiliary Armaments Modification 1 (slot #6):

  • Upgrade will combine the "AA Guns Modification 2" and "Secondary Battery Modification 2" upgrades, which will be removed from the game:
    • +15% continuous damage from AA mounts;
    • +15% damage per second within the explosion radius of shells fired from AA defenses;
    • -20% to secondary battery reload time;
    • +2 to the number of explosions produced by salvos from AA defenses while the "Defensive AA fire" consumable is active.

No, just no - I know everyone and their mother uses a secondary build, but these builds require draw backs, and not additional AA buffs

 

Upgrades changes

Damage Control System Modification 1 (slot #2):

  • Added a bonus that gives +2% to ship's torpedo protection.

sounds good

 

Defensive AA fire Modification 1:

  • Added bonus that reduces the reload time of the "Defensive AA fire" consumable by 10%.

sounds good

 

Main Battery Modification 2 (slot #3):

  • Removed penalty to main battery reload time.

a bit on edge on this one

 

AA guns Modification 1 (slot #3):

  • Bonus to the number of explosions produced by salvos from AA defenses replaced by a -20% reduction to Priority AA Sector preparation time.

No, just no.

 

Special upgrades:

  • For all special upgrades, the restrictions on installation by class and tier of ships have been removed.

No, just no. I don't want to see a Belfast with the radar module.

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29 minutes ago, Ghostychan said:

That's an interesting choice of words: "to be detected at a fixed distance of 1.8 km, regardless of the torpedoes' detectability range" - does this mean, the 20km Shima torps will also only be spotted at 1.8 km? In that case, those 20km torps get buffed against players using this module. 

Guess that wouldn't be a great buff^^

I mean there is one ship, with bad torpedos, which gets a slight buff, while it's bad for most others dds. But then it als reduces damage, so I wouldn't see a big issue with that xD

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I am a little worried about the percentage boosts to torp speed. That could get out of hand.

Oh, and similary, not so sure about an additional buff to consummables in the form of that 10% to consummable duration upgrade.

 

The combination of a number old upgrades and buffs to others look great. In response to previous post RE: secondary builds need drawbacks; duh, a secondary build already has a drawback by not being the tank build. That's why secondary builds are generally not viable. It'd be nice if that changed. Never enough brawing.

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It's so great that ex. Asashio/Black could be thrown out of window. The best spent money and steel. XaXA - laughed Iwan when changing one value in spreadsheet.

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47 minutes ago, Bear_Necessities said:

So you've buffed Kremlin after "nerfing" it's AA.................... :cap_old:

You haven't expected that nerf to slip by, have you?:cap_haloween:

 

54 minutes ago, Filipin00 said:

 

bucket.jpg

Flak too effective against random players:cap_book:

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1 hour ago, hallvard98 said:

Ship's consumables Modification 1 (slot #5):

  • +10% to action time of ship's consumables.

Does it include repair party and does that mean you can heal more hp?

 

Maybe, maybe not. Remains to be seen in terms of balancing. Right now, this wasn't even in Supertest. (it is about to start)

As usual, it is all subject to changes. It would indeed be a big buff for some of the "I am printing myself a new ship"-kind of repair parties.

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59 minutes ago, Aragathor said:

That would be OP on super heal ships.

For giving up concealment? Imo, not. A repair party repairs 8-10% of the hp pool more with that, but for the cruisers concealment is incredibly important and for the BBs, the great concealment still is one of their greatest assets.

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4 hours ago, Sehales said:

In version 0.9.1 we will change the existing upgrades in our game and add some new ones. These changes will add more variety in the choice of upgrades and will allow players to further customize their ship to suit their play style.

Some upgrades will be replaced by new ones and removed from the game. In this case, the upgrades already mounted on the ships will be replaced by their new versions. Upgrades in the inventory will be exchanged for credits for their full value.

 

New upgrades

Maneuverability system (slot #2):

  • This upgrade will replace the "Propulsion Modification 1" and "Steering gears Modification 1" upgrades, which will both be removed from the game. The new upgrade will combine both of their bonuses into one:
    • -20% risk of engine and steering gears becoming incapacitated;
    • -20% engine and steering gears repair time.

 

Torpedo tubes Modification 1 (slot #3):

  • +20% to torpedo tubes turn speed;
  • -40% risk of torpedo tubes becoming incapacitated;
  • +5% to ship torpedo speed;

 

Aerial torpedos Modification 1 (slot #3)

  • +5% to aerial torpedo speed

 

Torpedo protection system (slot #5):

  • Replaces the "Target Acquisition System Modification 1" and will give the following bonuses:
    • Allows for torpedoes to be detected at a fixed distance of 1.8 km, regardless of the torpedoes' detectability range ("Vigilance" skill will improve it);
    • Add +5% to ship's torpedo protection.

 

Ship's consumables Modification 1 (slot #5):

  • +10% to action time of ship's consumables.

 

Squadron's consumables Modification 1 (slot #5):

  • +30% to action time of squadron's consumables.

 

Auxiliary Armaments Modification 1 (slot #6):

  • Upgrade will combine the "AA Guns Modification 2" and "Secondary Battery Modification 2" upgrades, which will be removed from the game:
    • +15% continuous damage from AA mounts;
    • +15% damage per second within the explosion radius of shells fired from AA defenses;
    • -20% to secondary battery reload time;
    • +2 to the number of explosions produced by salvos from AA defenses while the "Defensive AA fire" consumable is active.

 

Upgrades changes

Damage Control System Modification 1 (slot #2):

  • Added a bonus that gives +2% to ship's torpedo protection.

 

Defensive AA fire Modification 1:

  • Added bonus that reduces the reload time of the "Defensive AA fire" consumable by 10%.

 

Main Battery Modification 2 (slot #3):

  • Removed penalty to main battery reload time.

 

AA guns Modification 1 (slot #3):

  • Bonus to the number of explosions produced by salvos from AA defenses replaced by a -20% reduction to Priority AA Sector preparation time.

 

Special upgrades:

  • For all special upgrades, the restrictions on installation by class and tier of ships have been removed.

 

Please note that the information in the Development Blog is preliminary and subject to change.

@Sehales i like most of the changes, but the torpedo protection system is the worst thing you can do because that is a total nerf of the DDs and in the last couple of years you have been constanly nerfing the DDs have you not learnded anything at all or are you sitting over in Russia and getting your idears while you are drinking vodka ??

And for some reason you have not learnded anything from last year disaster and crap storm you have been in

 

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3 minutes ago, Cammo1962 said:

@Sehales i like most of the changes, but the torpedo protection system is the worst thing you can do because that is a total nerf of the DDs and in the last couple of years you have been constanly nerfing the DDs have you not learnded anything at all or are you sitting over in Russia and getting your idears while you are drinking vodka ??

And for some reason you have not learnded anything from last year disaster and crap storm you have been in

 

Most people will continue running concealment in that slot and those who don't for better torp dodging already run Target Acquisition System. If I'd opt out of Concealment with these changes, it'd be to get the +10% consumable duration, but thinking this is a great nerf... About as much as Target Acquisition System Mod is a nerf currently, most of the time you get surprised being proximity spotted at 3 km because someone was silly enough to take this and not a better module.

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2 hours ago, Sehales said:

Torpedo protection system (slot #5):

  • Replaces the "Target Acquisition System Modification 1" and will give the following bonuses:
    • Allows for torpedoes to be detected at a fixed distance of 1.8 km, regardless of the torpedoes' detectability range ("Vigilance" skill will improve it);
    • Add +5% to ship's torpedo protection.

 

50% of the DD games at T10 are Shimakaze, and you come up with a change that doesn't affect them but nerfs every other torpedo DD in the game, what is the thinking behind that?

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On second thought, idea of merging AA and secondaries upgrades/skills into one somehow sits well with me. Even without "penalties", their main penalty still will be not having main gun oriented benefits.

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2 hours ago, Sehales said:

Torpedo protection system (slot #5):

  • Replaces the "Target Acquisition System Modification 1" and will give the following bonuses:
    • Allows for torpedoes to be detected at a fixed distance of 1.8 km, regardless of the torpedoes' detectability range ("Vigilance" skill will improve it);
    • Add +5% to ship's torpedo protection

This is a BIG NERF to DEEP WATER torpedoes and Pan Asian destroyers!

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Actually for everyone criticizing Torpedo protection system, think about positive effects it might have. Maybe with better torpedo spotting range and more damage reduction ships that have bad torpedo protection like NC will get improved in that way and also BBs in general may get more inclined to push and actually play instead of camping far back with the rest of the border brigade.

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17 minutes ago, Capra76 said:

 

50% of the DD games at T10 are Shimakaze, and you come up with a change that doesn't affect them but nerfs every other torpedo DD in the game, what is the thinking behind that?

Shima torps are already easy to dodge with huge reaction times, what would be the thinking behind increasing the torpedo detection of those torpedos? xD

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The whole point of deep water torps would be gone unless they are excluded from this 1.8km fixed distance detection. I assume this will be changed to a separate, lower fixed distance detection for DW torps, if you go ahead with this idea.

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