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Tanatoy

ST 0.10.0, new ships. (DB 102)

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[WG]
WG Staff, Administrator, Community, WG Team
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Hi,

 

We would like to present you some new ships that will enter testing. 

 

Read more

 

Please note that all information in the development blog is preliminary and subject to change during testing. Any showcased features may or may not end up on the main server. The final information will be published on our game's website.

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[DREAD]
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2xT10 plus 1xT8 - Premium I suppose?

 

Why am I not surprised :Smile_sceptic:

 

Have you given up on “real” ships entirely?

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Quote

French battleship Flandre, Tier VIII

Hit points – 75,400. Plating - 32 mm.

Main battery - 3x3 380 mm. Firing range - 20.0 km.
Maximum HE shell damage – 5,400. Chance to cause fire – 36%. HE initial velocity - 830 m/s.
Maximum AP shell damage - 11,900. AP initial velocity - 830 m/s.
Reload time - 33.0 s. 180 degree turn time - 36.0 s. Maximum dispersion - 262 m. Sigma – 1.80.

Secondary Armament:
14x2 100.0 mm, 3x3 152.0 mm. Range  - 7.0 km.

AA defense: 6x2 40.0 mm, 6x2 20.0 mm, 14x2 100.0 mm, 3x3 152.0 mm.
AA defense short-range: continuous damage per second - 74, hit probability - 70 %, action zone 0.1-2.0 km;
AA defense mid-range: continuous damage per second - 116, hit probability - 75 %, action zone 0.1-3.5 km;
AA defense long-range: continuous damage per second - 277, hit probability - 75 %, action zone 0.1-5.8 km;
Number of explosions in a salvo - 10, damage within an explosion - 1,400; action zone 3.5-5.8 km.

Maximum speed - 33.5 kt. Turning circle radius - 910 m. Rudder shift time – 16.6 s. Surface detectability – 16.2 km. Air detectability – 12.1 km. Detectability after firing main guns in smoke  – 14.9 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Repair Party

 

German carrier Max Immelmann, tier X

Hit points – 65,300. Plating - 19 mm.
Secondary Armament:
12x2 105.0 mm, range  - 7.2 km.

AA defense: 11x4 30.0 mm, 12x2 105.0 mm.
AA defense short-range: continuous damage per second - 319, hit probability - 95 %, action zone 0.1-3.0 km;
AA defense long-range: continuous damage per second - 235, hit probability - 100 %, action zone 0.1-5.2 km;
Number of explosions in a salvo - 9, damage within an explosion - 1,540; action zone 3.5-5.2 km.

Maximum speed - 32.0 kt. Turning circle radius - 1,200 m. Rudder shift time – 16.4 s. Surface detectability – 14.0 km. Air detectability – 14.2 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Fighter

Aircraft:

Attack aircraft
Hit points - 1,440, cruising speed - 172.0 knots, size of attacking flight - 3, aircraft per squadron - 9, aircraft restoration time - 82 s, detectability range - 10.0 km, number of aircrafton deck - 14. Rockets in payload - 4, rocket type - AP, maximum rocket damage - 3,100.

Dive bombers
Hit points - 1,530, cruising speed - 174.0 knots, size of attacking flight - 3, aircraft per squadron - 12, aircraft restoration time - 76 s, detectability range - 10.0 km, number of aircrafton deck - 18. Bombs in playload - 1, bomb type - AP, maximum bomb dammage - 8,800.

Skip bombers
Hit points - 1,710, cruising speed - 174.0 knots, size of attacking flight - 4, aircraft per squadron - 12, aircraft restoration time - 90 s, detectability range - 10.0 km, number of aircrafton deck - 18. Bombs in playload - 1, bomb type - HE, maximum bomb dammage - 12,200.0, armor penetration - 68 mm, chance to cause fire – 69 %

 

American cruiser Austin, tier X
Hit points – 30,700. Plating - 16 mm.
Main battery - 6x2 127 mm. Firing range - 15.0 km.
Maximum HE shell damage – 1,800. Chance to cause fire – 9%. HE initial velocity - 808 m/s.
Maximum CS shell damage - 2,700. CS initial velocity - 808 m/s.
Reload time - 8.0 s. 180 degree turn time - 4.5 s. Maximum dispersion - 137 м. Sigma – 2.05.
Torpedo tubes - 2x5 533 mm. Maximum damage - 19033. Range - 10.5 km. Speed - 66 kt. Reload time - 106 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.4 km.
AA defense:
6x2 76.2 mm.
6x2 127.0 mm.
AA defense mid-range: continuous damage per second - 347, hit probability - 90 %, action zone 0.1-4.0 km;
AA defense long-range: number of explosions in a salvo - 10, damage within an explosion - 1,820, continuous damage per second - 238, hit probability - 90 %, action zone 0.1-6.0 km;
Maximum speed - 35.0 kt. Turning circle radius - 670 m. Rudder shift time – 7.7 s. Surface detectability – 11.9 km. Air detectability – 7.4 km. Detectability after firing main guns in smoke  – 5.2 km.
Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Defensive AA fire 
Slot 3 - Main Battery Reload Booster (Duration time 15 s; Main battery reload time -75%; Reload time 125 s; Charges - 1)
Slot 4 - Repair Party
Slot 5 - Hydroacoustic Search

  • How is the Flandre supposed to be balanced?
  • Why give the Austin such a extreme reload booster? It is basicly a I-SINK-YOU button. You do not need to ressort to such extremes to make ships interesting...

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Still no German Big Gun BB. Instead, another copy and paste ship that nobody asked for. The Shinano would have been interesting, especially since many players ask for it. But I can see you already know what your players want...:Smile_sceptic:

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[ENUF_]
Beta Tester
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11 minutes ago, ColonelPete said:
  • How is the Flandre supposed to be balanced?
  • Why give the Austin such a extreme reload booster? It is basicly a I-SINK-YOU button. You do not need to ressort to such extremes to make ships interesting...

They should remove that stupid reload booster completely and give it proper reload instead. 8s is terrible. "newest 127-mm universal twin guns" but they have worse reload than any other american 127 mm gun... makes sense WG.

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Possibly for almost a year i was waiting for big gun GK to be first German T10 Premium.... NOT A COPY AND PASTE CV

 

My day has ruined thanks...

 

I have no opinion about other 2..

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Well:

 

Fiandre is... interesting :fish_book:

 

Immelman... it was to be expected since W. Voss existed, but is another CV and the discussion stops here. :cap_rambo:

 

Austin... uh... this summes it up

tenor.gif?itemid=15283730

 

the OG design for those who wonder

hukESva.png

 

 

My main concern about the new ships is that they are 2 Tier 10 and one Tier 8 premium ships, and it just feels to me like WG is kinda neglecting mid tiers.

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[FAILS]
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I have been reacting to new ship announcements for quite some time with either disappointment or ridicule (or both). This time, I am just outright angry. AGAIN only high tier ships and AGAIN only paper ships and AGAIN gimmicks. WG more and more giving up any pretence of the "historical" aspect of their game. I am livid. :etc_swear:

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21 minutes ago, BruceRKF said:

WG more and more giving up any pretence of the "historical" aspect of their game. I am livid. :etc_swear:

As long as other players want to tell you "WoWs is a fantasy game", that will unfortunately not change... :Smile_sceptic:

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[PGT2P]
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38 minutes ago, BruceRKF said:

WG more and more giving up any pretence of the "historical" aspect of their game. I am livid. :etc_swear:

There's the obvious power creep leading us... somewhere, combined with the paper/concept influx I wonder if the current Halloween ships will soon  be part of the tech trees, or maybe they'll be premiums :Smile_trollface:

 

Game development feels a bit like run away inflation... a constant and accelerating supply of higher denomination ships supplanted by more of the same.  

 

Hope WG have a clear idea where this will all end...:Smile_coin:

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[MIAO]
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WHAT IS THIS?! AND WHY WHEN SHIPS ARE ANNOUNCED always end up on live server?"???

please, wargaming... SAP AND HE?! -75% CONSUMABLE?!

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[ZEN]
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BTW I have still to work out why a German CV gets bouncing bombs (Cause that is what they are not Skip bombs as they are dropped close to a ship and skip off the water once before hitting the side of a ship), cause as far as I know only the Brits developed a Bouncing bomb that was at a stage where it could be put into service...

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[T-N-T]
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Another T10 CV. :Smile_sceptic:

 

Another HE spammer at T10 with small caliber guns, now also with SAP, oh my... But wait, it is balans because long reload, never mind the silly consummable.

 

Flandre is kind of a meh addition. It's just a slightly different Richi/Alsace. 1 more gun than Richi, 10% worse reload, same accuracy, no speed boost, more hp and no bonus of all forward firepower.

At this point at T8, we have 3 slight variations of the same with slight differences here and there with Richi, Gascogne and Flandre and the only notable standalone being Champagne with the questionable glass canon sniper playstyle.

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[CR33D]
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18 minutes ago, Chaos_Umbra said:

BTW I have still to work out why a German CV gets bouncing bombs (Cause that is what they are not Skip bombs as they are dropped close to a ship and skip off the water once before hitting the side of a ship), cause as far as I know only the Brits developed a Bouncing bomb that was at a stage where it could be put into service...

 

Because in alternate history Germans conquer UK and get plans for bounce bombs .... I guess.

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3 hours ago, ColonelPete said:

How is the Flandre supposed to be balanced?

Well, comparing it to Gascogne.... +1 main gun, 12k HP. Devil is in the detail with the secondaries - Flandre has lots more, but I think they'll be the 100/45 1933 ones from the Gascogne/A Hull Alsace, not the 1945 ones from B Hull Alsace/Jean Bart. AA and speed are better, but MB range, concealment, manoeuvrability is worse, and you have no spotter or speed boost. Would expect main gun wonkiness to be involved in balans here too (edit: missed the 33 second reload, that's quite significant...)

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3 hours ago, ColonelPete said:
  • How is the Flandre supposed to be balanced?
  • Why give the Austin such a extreme reload booster? It is basicly a I-SINK-YOU button. You do not need to ressort to such extremes to make ships interesting...

Flandre is a necessary evil.

 

WG take my money and gief french pixl bote

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Quality Poster, In AlfaTesters
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Flandre looks interesting, would be nice to have alsace hull at tier 8, although not sure why France needed a 4th tier 8 premium BB...

 

Immelman looks pretty uninspiring and it's essentially guaranteed to be a difficult to obtain ship, so if the loadout is very strong it will be yet another contentious addition that adds towards the existing CV hate. Honestly not sure why you didnt save the skip bombing for something else.

 

CL-154 is one of the most absurd bag of gimmick ships I've seen in a while. 5 consumables, SAP and all on a t10 premium? It could have been a nice ship.

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[4_0_4]
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Oh well, almost everything in the Dev_blog has been pretty disappointing.

This is no different.

The more I read the Blog, the less desire to play this game I have.

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4 hours ago, Ocsimano18 said:

Attack aircraft
Hit points - 1,440, cruising speed - 172.0 knots, size of attacking flight - 3, aircraft per squadron - 9, aircraft restoration time - 82 s, detectability range - 10.0 km, number of aircraft on deck - 14. Rockets in payload - 4, rocket type - AP, maximum rocket damage - 3,100.

Dive bombers
Hit points - 1,530, cruising speed - 174.0 knots, size of attacking flight - 3, aircraft per squadron - 12, aircraft restoration time - 76 s, detectability range - 10.0 km, number of aircraft on deck - 18. Bombs in payload - 1, bomb type - AP, maximum bomb damage - 8,800.

Skip bombers
Hit points - 1,710, cruising speed - 174.0 knots, size of attacking flight - 4, aircraft per squadron - 12, aircraft restoration time - 90 s, detectability range - 10.0 km, number of aircraft on deck - 18. Bombs in payload - 1, bomb type - HE, maximum bomb damage - 12,200.0, armor penetration - 68 mm, chance to cause fire – 69 %

@Tanatoy

This is rather unclear. How much ordnance does each plane carry? 

If each plane carry the same amount of bombs, how does 12 planes carry 18 bombs? Or do you mean each plane / flight carry 18 bombs which would be rather OP?

From the skip bomber video each plane carry 1 bomb, so I'm assuming some sort of typo here and the real value is 12, not 18?

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[ENUF_]
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9 minutes ago, GulvkluderGuld said:

@Tanatoy

This is rather unclear. How much ordnance does each plane carry? 

If each plane carry the same amount of bombs, how does 12 planes carry 18 bombs? Or do you mean each plane / flight carry 18 bombs which would be rather OP?

From the skip bomber video each plane carry 1 bomb, so I'm assuming some sort of typo here and the real value is 12, not 18?

 

You should read it again. 18 is the number of aircraft on deck. There is 1 bomb per aircraft:

 

Number of aircraft on deck - 18

Bombs in payload - 1

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[TDOG]
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7 hours ago, GulvkluderGuld said:

@Tanatoy

This is rather unclear. How much ordnance does each plane carry? 

If each plane carry the same amount of bombs, how does 12 planes carry 18 bombs? Or do you mean each plane / flight carry 18 bombs which would be rather OP?

From the skip bomber video each plane carry 1 bomb, so I'm assuming some sort of typo here and the real value is 12, not 18?

As Captn_Crap above said, Re-read the text. The formatting is not great but the Dev blog always follows the same format for stats
Object - Quantity (IE Rockets in Payload- 4) You have read it as Quantity then Object which is why the maths doesnt add up.
So the Ordnance per plane

Attack aircraft
size of attacking flight - 3,
aircraft per squadron - 9,
Rockets in payload - 4, 

Total of 12 Rockets per flight, or 36 per squadron
 

Dive bombers
 size of attacking flight - 3,
aircraft per squadron - 12,
 Bombs in payload - 1, 

Total of 3 Bombs per flight or 12 per squadron
 

Skip bombers
H size of attacking flight - 4,
aircraft per squadron - 12, 
Bombs in payload - 1, 

Total of 4 Skip Bombs per flight, or 12 per Squadron

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