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Tanatoy

ST 0.10.4, new ships

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In 0.10.4, we're introducing a branch of Dutch cruisers, Dutch Tier VIII cruiser De Zeven Provinciёn, and American Tier VIII cruiser Congress to the test.

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

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I was thinking when my friesland wiil change to dutch flag and no longer will be a Europeflaged. What happens with the commander that I have on her  21-skill Dasha. Do I have to build a new 21- skill commander from scratch out of a dutch nationallity.

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Just now, 416taylor said:

I was thinking when my friesland wiil change to dutch flag and no longer will be a Europeflaged. What happens with the commander that I have on her  21-skill Dasha. Do I have to build a new 21- skill commander from scratch out of a dutch nationallity.

With the new skillprogram it will take a while. will there be a compensation

Have you sent Europe to the juncyard. can we expect a swedish nation line with crusiers. I'm quite confident that you woun't find any bb or cv. sorry.

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well....only one thing to say:
GEKOLONISEERD

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33 minutes ago, Dryalga said:

well....only one thing to say:
GEKOLONISEERD

En ingepolderd.

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Spoiler

ST 0.10.4, new ships

In 0.10.4, we're introducing a branch of Dutch cruisers, Dutch Tier VIII cruiser De Zeven Provinciёn, and American Tier VIII cruiser Congress to the test.

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

We are glad to present a new playable nation and tech tree - the Netherlands.

The following researchable Dutch cruisers will be added to the game in the upcoming closed testing session:

Tier I Van Kinsbergen

Tier II Gelderland

Tier III Java

Tier IV De Ruyter

Tier V Celebes

Tier VI Kijkduin

Tier VII Eendracht

Tier VIII Haarlem

Tier IX Johan de Witt

Tier X Gouden Leeuw

 

Ships will be tested in the nation of Europe until update 0.10.5, after update 0.10.5 they will be moved to a separate nation - the Netherlands.

These cruisers were developed for the Netherlands East Indies Fleet, though work on most was interrupted by the German invasion in 1940. The ships were designed to counter Japanese heavy cruisers.

Dutch cruisers perform best at close and medium range, supporting allies in the fight for key areas. They have good survivability for a cruiser due to strong armor, especially at high levels, and also have good concealment and maneuverability. The cruisers are equipped with a new type of armament "Air Strike". At high tiers, ships have a big caliber, and their characteristics such as fire duration, hit points and armor are similar to those of large cruisers.

Since the Dutch cruisers are equipped with a new type of armament, the concept of ships can change significantly during testing.

 

Key Features of the Dutch cruisers:

  • Good maneuverability and concealment, but low firing range and rate of fire;
  • "Hydroacoustic search" consumable, as well as a choice between "Fighter" or "Spotting Aircraft" " available from Tier IV;
  • New "Airstrike" armament available from Tier IV;
  • "Repair party" Consumable with increased reload speed and "Defensive AA Fire" available from Tier VIII;
  • Strong armor on high tiers;

Tier VIII-X ships are armed with the following caliber:

Haarlem, Tier VIII - 203mm;

Johan de Witt, Tier IX - 240mm;

Gouden Leeuw, Tier X - 283mm.

 

Please note that with Update 0.10.6, Tier IX destroyer Friesland will be moved from the "Europe" nation to the "Netherlands" nation. 

 

Airstrike

Airstrike is a new type of armament that first appears on Dutch cruisers. Due to the fact that this is a new mechanic, both the concept of ships and the concept of armament can change significantly during testing.

At the moment, aircraft, called by the Air Strike armament, are equipped with HE bombs, will operate at a distance of 8-10 km and drop bombs on an area comparable to the size of two battleships. Bombs will take a long time to reach their target, so it's best to use them against large and low-mobility targets.

At the same time, the aircraft don't detect opponents and —unlike aircraft carrier squadrons— they are not directly controlled by the player.

This type of armament is based on the actually used method of low-altitude bombing with parachute-equipped bombs.

The bombing is carried out in two stages:

The bomb descends a certain distance on a parachute, which detaches after a while;

The bombs fall the rest of the way without a parachute.

 

American cruiser Congress, Tier VIII:

Congress – American cruiser dated 1940. This project is the predecessor of an Alaska-class cruisers. Ship is named after one of six US Navy three-masted heavy frigates built in 1797-1800s.

Due to the high weight of the salvo, good accuracy and good firing range, she's able to effectively inflict damage to enemy ships from a long distance. The ship is equipped with the following consumables: "Repair party", "Hydroacoustic search" or "Defensive AA Fire" in the second slot, and "Surveillance radar", "Fighter" or "Spotting Aircraft" in the third slot. Therefore, due to her good air defense, high survivability and a wide selection of equipment, is able to effectively support allies in the fight for key areas.

Dutch cruiser De Zeven Provinciën, Tier VIII:

A light cruiser laid down before the outbreak of World War II and completed in the 1950s according to a modified project. In the second half of the XX century she was purchased by Peru. Decommissioned only in September 2017, she was the last artillery cruiser in the world to remain in service.

De Zeven Provinciën is equipped with eight universal 152 mm guns in four turrets, "Specialized Repair Teams", "Engine Boost" consumables, and the "Air Strike" armament. The ship's guns have a medium firing range and high fire rate. The cruiser is able to quickly change flank or take an advantageous position due to "Engine Boost" consumable.

 

Dutch Cruiser Van Kinsbergen, Tier I

Hit points – 7100. Plating - 6 mm.
Main battery - 4x1 120 mm. Firing range - 11.4 km.
Maximum HE shell damage – 875. Chance to cause fire – 8%. HE initial velocity - 900 m/s.
Reload time - 6.8 s. 180 degree turn time - 18.0 s. Maximum dispersion - 100 м. Sigma – 2.00.

Maximum speed - 25.5 kt. Fire duration - 30 s. Turning circle radius - 350 m. Rudder shift time – 3.5 s. Surface detectability – 8.8 km. Air detectability – 5.0 km. Detectability after firing main guns in smoke  – 3.3 km.

Available consumables:
1 slot - Damage Control Party

 

Dutch Cruiser Gelderland, Tier II

Hit points – 16600. Plating - 6 mm.
Main battery - 8x1 120 mm. Firing range - 12.5 km.
Maximum HE shell damage – 1700. Chance to cause fire – 7%. HE initial velocity - 820 m/s.
Maximum AP shell damage - 2000. AP initial velocity - 820 m/s.
Reload time - 8.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 119 м. Sigma – 2.00.

AA defense: 8x1 12.7 mm. 3x1 7.9 mm.
AA defense short-range: continuous damage per second - 179, hit probability - 85 %;
AA defense mid-range: continuous damage per second - 25, hit probability - 90 %;

Maximum speed - 20.0 kt. Fire duration - 30 s. Turning circle radius - 330 m. Rudder shift time – 4.8 s. Surface detectability – 8.3 km. Air detectability – 3.3 km. Detectability after firing main guns in smoke  – 3.0 km.

Available consumables:
1 slot - Damage Control Party

 

Dutch Cruiser Java, Tier III

Hit points – 24500. Plating - 6 mm.
Main battery - 10x1 150 mm. Firing range - 12.7 km.
Maximum HE shell damage – 2150. Chance to cause fire – 11%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 3000. AP initial velocity - 900 m/s.
Reload time - 10.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 121 м. Sigma – 2.00.

AA defense: 4x1 12.7 mm. 4x1 75.0 mm.
AA defense short-range: continuous damage per second - 70, hit probability - 85 %;
AA defense mid-range: continuous damage per second - 112, hit probability - 90 %;

Maximum speed - 33.0 kt. Fire duration - 30 s. Turning circle radius - 570 m. Rudder shift time – 7.2 s. Surface detectability – 9.7 km. Air detectability – 4.9 km. Detectability after firing main guns in smoke  – 4.3 km.

Available consumables:
1 slot - Damage Control Party

 

Dutch Cruiser De Ruyter, Tier IV

Hit points – 24000. Plating - 13 mm.
Main battery - 1x1, 3x2 150 mm. Firing range - 15.2 km.
Maximum HE shell damage – 2150. Chance to cause fire – 11%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 3000. AP initial velocity - 900 m/s.
Reload time - 8.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 138 м. Sigma – 2.00.

AA defense: 4x1 12.7 mm. 5x1 40.0 mm.
AA defense short-range: continuous damage per second - 67, hit probability - 85 %;
AA defense mid-range: continuous damage per second - 112, hit probability - 90 %;

Maximum speed - 32.0 kt. Fire duration - 30 s. Turning circle radius - 660 m. Rudder shift time – 7.0 s. Surface detectability – 12.1 km. Air detectability – 5.1 km. Detectability after firing main guns in smoke  – 5.7 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Hydroacoustic Search
3 slot - Fighter / Spotting Aircraft

 

Dutch Cruiser Celebes, Tier V

Hit points – 26600. Plating - 13 mm.
Main battery - 4x2 150 mm. Firing range - 14.0 km.
Maximum HE shell damage – 2150. Chance to cause fire – 11%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 3000. AP initial velocity - 900 m/s.
Reload time - 8.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 130 м. Sigma – 2.00.

AA defense: 2x2 25.0 mm. 8x2 40.0 mm.
AA defense short-range: continuous damage per second - 21, hit probability - 85 %;
AA defense mid-range: continuous damage per second - 186, hit probability - 90 %;

Maximum speed - 30.6 kt. Fire duration - 30 s. Turning circle radius - 580 m. Rudder shift time – 7.7 s. Surface detectability – 12.2 km. Air detectability – 5.2 km. Detectability after firing main guns in smoke  – 5.9 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Hydroacoustic Search
3 slot - Fighter / Spotting Aircraft

 

Dutch Cruiser Kijkduin, Tier VI

Hit points – 32000. Plating - 16 mm.
Main battery - 4x2 152 mm. Firing range - 14.6 km.
Maximum HE shell damage – 2200. Chance to cause fire – 11%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 3000. AP initial velocity - 900 m/s.
Reload time - 7.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 133 м. Sigma – 2.00.

AA defense: 14x2 40.0 mm.
AA defense mid-range: continuous damage per second - 427, hit probability - 90 %;

Maximum speed - 33.0 kt. Fire duration - 30 s. Turning circle radius - 720 m. Rudder shift time – 9.0 s. Surface detectability – 11.9 km. Air detectability – 6.0 km. Detectability after firing main guns in smoke  – 5.6 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Hydroacoustic Search
3 slot - Fighter / Spotting Aircraft

 

Dutch Cruiser Eendracht, Tier VII

Hit points – 32600. Plating - 16 mm.
Main battery - 2x2, 2х3 152 mm. Firing range - 14.8 km.
Maximum HE shell damage – 2200. Chance to cause fire – 11%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 3000. AP initial velocity - 900 m/s.
Reload time - 7.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 135 м. Sigma – 2.00.

AA defense: 17x2 40.0 mm.
AA defense mid-range: continuous damage per second - 651, hit probability - 90 %;

Maximum speed - 33.0 kt. Fire duration - 30 s. Turning circle radius - 720 m. Rudder shift time – 9.0 s. Surface detectability – 11.9 km. Air detectability – 6.0 km. Detectability after firing main guns in smoke  – 5.6 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Hydroacoustic Search
3 slot - Fighter / Spotting Aircraft

 

Dutch Cruiser Haarlem, Tier VIII

Main battery - 3x3 203 mm. Firing range - 15.6 km.
Maximum HE shell damage – 2850. Chance to cause fire – 13%. HE initial velocity - 925 m/s.
Maximum AP shell damage - 4800. AP initial velocity - 925 m/s.
Reload time - 15.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 179 м. Sigma – 2.00.

AA defense: 10x2 40.0 mm. 14x2 20.0 mm. 4x2 120.0 mm.
AA defense short-range: continuous damage per second - 182, hit probability - 85 %;
AA defense mid-range: continuous damage per second - 186, hit probability - 90 %;
AA defense long-range: continuous damage per second - 123, hit probability - 90 %;
Number of explosions in a salvo - 5, damage within an explosion - 1540, action zone 3.5 - 6.0 km;

Maximum speed - 32.5 kt. Fire duration - 60 s. Turning circle radius - 730 m. Rudder shift time – 11.1 s. Surface detectability – 12.5 km. Air detectability – 9.0 km. Detectability after firing main guns in smoke  – 7.1 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Hydroacoustic Search
3 slot - Defensive AA fire
4 slot - Repair Party (Duration time 28 s; HP per second 259.5; Reload time 40 s; Charges 3)

 

Dutch Cruiser Johan de Witt, Tier IX

Hit points – 45900. Plating - 25 mm.
Main battery - 3x3 240 mm. Firing range - 16.0 km.
Maximum HE shell damage – 3400. Chance to cause fire – 20%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 6100. AP initial velocity - 900 m/s.
Reload time - 17.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 183 м. Sigma – 2.05.

AA defense: 14x2 40.0 mm. 14x2 20.0 mm. 6x2 120.0 mm.
AA defense short-range: continuous damage per second - 165, hit probability - 85 %;
AA defense mid-range: continuous damage per second - 515, hit probability - 90 %;
AA defense long-range: continuous damage per second - 165, hit probability - 90 %;
Number of explosions in a salvo - 7, damage within an explosion - 1610, action zone 3.5 - 6.0 km;

Maximum speed - 32.1 kt. Fire duration - 60 s. Turning circle radius - 740 m. Rudder shift time – 11.9 s. Surface detectability – 12.7 km. Air detectability – 8.7 km. Detectability after firing main guns in smoke  – 8.1 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Hydroacoustic Search
3 slot - Defensive AA fire
4 slot - Repair Party (Duration time 28 s; HP per second 259.5; Reload time 40 s; Charges 3)
5 slot - Fighter / Spotting Aircraft

 

Dutch Cruiser Gouden Leeuw, Tier X

Hit points – 51900. Plating - 25 mm.
Main battery - 3x3 283 mm. Firing range - 16.5 km.
Maximum HE shell damage – 3900. Chance to cause fire – 20%. HE initial velocity - 890 m/s.
Maximum AP shell damage - 7600. AP initial velocity - 890 m/s.
Reload time - 17.0 s. 180 degree turn time - 25.0 s. Maximum dispersion - 187 м. Sigma – 2.05.

AA defense: 12x1 40.0 mm. 6x2 120.0 mm.
AA defense mid-range: continuous damage per second - 536, hit probability - 90 %;
AA defense long-range: continuous damage per second - 168, hit probability - 90 %;
Number of explosions in a salvo - 7, damage within an explosion - 1680, action zone 3.5 - 6.0 km;

Maximum speed - 33.5 kt. Fire duration - 60 s. Turning circle radius - 790 m. Rudder shift time – 12.7 s. Surface detectability – 13.1 km. Air detectability – 9.3 km. Detectability after firing main guns in smoke  – 9.5 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Hydroacoustic Search
3 slot - Defensive AA fire
4 slot - Repair Party (Duration time 28 s; HP per second 259.5; Reload time 40 s; Charges 3)

 

American cruiser Congress, Tier VIII

Hit points – 60450. Plating - 27 mm.
Main battery - 1x3, 2x3 305 mm. Firing range - 19.0 km.
Maximum HE shell damage – 4300. Chance to cause fire – 27%. HE initial velocity - 808 m/s.
Maximum AP shell damage - 8900. AP initial velocity - 762 m/s.
Reload time - 20.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 207 м. Sigma – 2.05.

AA defense: 14x2 40.0 mm. 20x1 20.0 mm. 6x2 127.0 mm.
AA defense short-range: continuous damage per second - 151, hit probability - 85 %;
AA defense mid-range: continuous damage per second - 273, hit probability - 90 %;
AA defense long-range: continuous damage per second - 109, hit probability - 90 %;
Number of explosions in a salvo - 5, damage within an explosion - 1540, action zone 3.5 - 5.8 km;

Maximum speed - 33.0 kt. Fire duration - 60 s. Turning circle radius - 850 m. Rudder shift time – 13.0 s. Surface detectability – 15.5 km. Air detectability – 9.7 km. Detectability after firing main guns in smoke  – 12.1 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Hydroacoustic Search / Defensive AA fire II
3 slot - Fighter / Spotting Aircraft / Surveillance Radar
4 slot - Repair Party

 

Dutch Cruiser De Zeven Provinciën, Tier VIII

Hit points – 33800. Plating - 25 mm.
Main battery - 4x2 152 mm. Firing range - 16.1 km.
Maximum HE shell damage – 2150. Chance to cause fire – 11%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 3000. AP initial velocity - 900 m/s.
Reload time - 6.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 144 м. Sigma – 2.00.

AA defense: 8x1 40.0 mm. 4x2 57.0 mm. 4x2 152.0 mm.
AA defense mid-range: continuous damage per second - 672, hit probability - 90 %;
AA defense long-range: continuous damage per second - 74, hit probability - 90 %;
Number of explosions in a salvo - 4, damage within an explosion - 1680, action zone 3.5 - 6.9 km;

Maximum speed - 32.0 kt. Fire duration - 60 s. Turning circle radius - 730 m. Rudder shift time – 9.1 s. Surface detectability – 11.9 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke  – 5.6 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Engine Boost
3 slot - Repair Party (Duration time 28 s; HP per second 169.0; Reload time 80 s; Charges 3)

 

All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.

 

  • a new tree is welcome
  • especially when it is a cruiser tree
  • a new nation is ok too, when she can fill the trees
  • the problem is that this results in a need for more captains, especially since it is planned to move the Friesland from the EU tree, there should be an option to move a captain with the ship
  • this cruiser tree is patchwork, as it includes many projects
  • you put also CL, CA and Supercruiser in one tree, which is bad, especially considering your arguments from the past that you do not like too many thematic changes inside one line
  • the models look fine
  • close quarter cruiser with slow reload is nothing that will work well, they need more firepower or they cannot contribute in the short time before they are sunk or you increase their range
  • Airstrike does not really fit a cruiser line, that is something I expected for a CV line, that does not allow you to control planes (which would be an better option than the current CV)

 

@Congress

 

  • the idea is ok
  • what is not ok that you want to use the Alaska hull, despite the existence of blueprints for similiar cruisers, that is just lazy
  • while you told us again and again that the intial stats can/will change, you should be aware that these preliminary stats create expectations and are also a testimony of your balancing abilties
  • when the initial stats are too good, large parts of the playerbase will be disappointed when the final result is much weaker
  • the other part of playerbase cannot believe that you put up these stats in the first place, as it is obvious that this initial design is too strong (60k HP for a Tier VIII Cruiser with Heal and Supercruiser armor)
  • when your initial design is extremly far off from the final result, you basicly show us your lack of competence in balancing ships, which does not create a lot of trust among the more critical inclined part of the playerbase
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2 ore fa, Tanatoy ha scritto:

In 0.10.4, we're introducing a branch of Dutch cruisers, Dutch Tier VIII cruiser De Zeven Provinciёn, and American Tier VIII cruiser Congress to the test.

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

Why do all T8 - T10 ships - including premium - have Fire duration of 60 seconds? 4 Supercruisers?

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7 hours ago, S_h_i_v_a said:

Why do all T8 - T10 ships - including premium - have Fire duration of 60 seconds? 4 Supercruisers?

I didn’t even notice that.

considering how painful 60s fires are in supercruisers right now with no fire prevention. That might end up being painful. Still at least these ships have good concealment so they can disengage after using damage con.

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33 minutes ago, gopher31 said:

I didn’t even notice that.

considering how painful 60s fires are in supercruisers right now with no fire prevention. That might end up being painful. Still at least these ships have good concealment so they can disengage after using damage con.

It is a valid disadvantage on the higher tier tech tree Dutchmen. I mean the tier 10 is a Scharnhorst which is dutch with slightly worse armor. I'll definitely try it out. The light cruiser is a bit baffling tho 

 

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Could you update the devblog to include the tier VIII hitpoints and plating @Tanatoy

Can you also confirm that the Zeven Provinciën does not have short range AA and does in fact have a 60 sec fire duration (for a ship with 34k hp, hardly a battlecruiser?)

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The Dutch cruisers could be interesting. Just why are any nonsensical gimmicks invented again? Interesting that this line from T9 goes the way I always expected with the German cruisers: transition to Big Cruiser, by the way, thanks for this WG ...

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4 hours ago, 159Hunter said:

Could you update the devblog to include the tier VIII hitpoints and plating @Tanatoy

Can you also confirm that the Zeven Provinciën does not have short range AA and does in fact have a 60 sec fire duration (for a ship with 34k hp, hardly a battlecruiser?)

Hi,

 

The Zeven Provinciën will have a 30 sec fire duration, it's a mistake which has been now corrected, she's also not planned with a short range AA. And for the Haarlem, it was added and will be tested with :  40100 HP and a plating of 25 mm

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Nice thing to bring a new nation in the game

 

Putting light cruiser/heavy and super cruiser in a line is just a ridiculous thing when you said in the past that wanted the lines to be more easily recognized for new players and know what to expect from new lines - i guess you already planning in 2-3 years to split the line with the previous excuse.

 

Airstrike consumable : What can we say ...... google meme for "are you serious"

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Airstrike

Airstrike is a new type of armament that first appears on Dutch cruisers. Due to the fact that this is a new mechanic, both the concept of ships and the concept of armament can change significantly during testing.

At the moment, aircraft, called by the Air Strike armament, are equipped with HE bombs, will operate at a distance of 8-10 km and drop bombs on an area comparable to the size of two battleships. Bombs will take a long time to reach their target, so it's best to use them against large and low-mobility targets.

At the same time, the aircraft don't detect opponents and —unlike aircraft carrier squadrons— they are not directly controlled by the player.

This type of armament is based on the actually used method of low-altitude bombing with parachute-equipped bombs.

The bombing is carried out in two stages:

  1. The bomb descends a certain distance on a parachute, which detaches after a while;
  2. The bombs fall the rest of the way without a parachute.

WHY!!!!!!!!!!!!!!

 

This sounds like the Depth Charge Option on Battleships, we've delivered it how do we now use it.

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I don't have an issue with the Airstrike ability. At least it looks like a reasonable gimmick.

 

However I have issues with the AA values on those ships. ARE YOU FREAKING OUT OF YOUR MIND WG ???? How come the premium Dutch T8 has higher AA DPM than the T8 Congress while having fewer AA guns and being a CL ?

 

The whole new line is purpose built as an AA line while laughing at all the other ships in the game.

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Just now, Hugh_Ruka said:

I don't have an issue with the Airstrike ability. At least it looks like a reasonable gimmick.

 

However I have issues with the AA values on those ships. ARE YOU FREAKING OUT OF YOUR MIND WG ???? How come the premium Dutch T8 has higher AA DPM than the T8 Congress while having fewer AA guns and being a CL ?

 

The whole new line is purpose built as an AA line while laughing at all the other ships in the game.

have you maybe looked at the time periods of the AA guns they are based on ?
4x2 152mm bofors dual purpose 1942

4x2 57mm bofors 1950

8x1 40mm/L70

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4 minutes ago, Hugh_Ruka said:

I don't have an issue with the Airstrike ability. At least it looks like a reasonable gimmick.

 

However I have issues with the AA values on those ships. ARE YOU FREAKING OUT OF YOUR MIND WG ???? How come the premium Dutch T8 has higher AA DPM than the T8 Congress while having fewer AA guns and being a CL ?

 

The whole new line is purpose built as an AA line while laughing at all the other ships in the game.

 

I'd wait and see AA generally doesn't work at all these days the figures WG quote are meaningless

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I have to say I'm really pumped for Netherlands cruisers. :Smile_great:I was expecting them to remain in EU line, but whole new. Yes!

 

I'm not a Dutchie, but I'm gekoloniseerd by heart and consistently learning Nederlandse taal.  

 

BTW, it was hilarious to listen how Conway and Crysantos literally murder the names. :Smile_teethhappy:

 

I'm not so sure about parachute bombs gimmick because really why Japanese don't have those. They first used them in anger during WW2 over continental US.

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1 minute ago, ZaalKoris_vas_QwibQwib said:

They first used them in anger during WW2 over continental US.

That were balloon bombs.

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Only thing I'd like to know is what happens with captains on Friesland since I'd never even have a second european captain without that ship.

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[OLEUM]
Players
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On 4/8/2021 at 8:00 PM, Tanatoy said:

In 0.10.4, we're introducing a branch of Dutch cruisers, Dutch Tier VIII cruiser De Zeven Provinciёn, and American Tier VIII cruiser Congress to the test.

 

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Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

WG, squeeze this line into Pan European branch, and that's ok, thx.

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[F_M_B]
[F_M_B]
Beta Tester
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@Tanatoy@Sehales:

What is the situation with the Friesland captian?

 

My european DD captian is trained for Visby and I use him on Friesland too.

If you move Friesland to dutch nation, what will happen?

Do I need to train a complett new captian for my Friesland or do you duplicate my Visby captian, so I have a allready trained captian for the dutch-Friesland? Or if the captian is trained for Friesland, will I lose my european captian and get a dutch-captain?

  • Cool 2

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[-RNR-]
Players
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On 4/10/2021 at 10:58 AM, Spartan_93 said:

@Tanatoy@Sehales:

What is the situation with the Friesland captian?

I'm in the same situation my Friesland Captain was from a Polish ship that I no longer have, are you going to do the right thing and transfer  the Captain across with the ship?

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