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Takeda92

Some interesting info around the world

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SubOctavian on the new concept for the RN cruisers.

 

Source: http://forum.worldofwarships.ru/index.php?/topic/65291-%d1%81%d0%bc%d0%b5%d0%bd%d0%b0-%d0%ba%d0%be%d0%bd%d1%86%d0%b5%d0%bf%d1%86%d0%b8%d0%b8-%d0%b1%d1%80%d0%b8%d1%82%d0%b0%d0%bd%d1%81%d0%ba%d0%b8%d1%85-%d0%ba%d1%80%d0%b5%d0%b9%d1%81%d0%b5%d1%80%d0%be%d0%b2-%d0%bc%d0%be%d0%b6%d0%bd%d0%be-%d1%83%d0%b7/page__st__20#topmost

 

1). Smoke and HE is not what pleases the players nowadays;


2). Smoke and HE is probably the only way of making light cruisers effective, whereas heavers cruisers have other options;

 

3). If the German cruisers have introduced new variations of gameplay, with the former RN cruiser conception we expect a negative reaction of both captains and their opponents.

 

This is why we decided to radically change the concept of the branch. The RN will not be HE spammers, but would require thoughtful aiming and maneuvering. The change is radical. We are not sure that it will succeed on first try, nor can we exclude the possibility of a delay in the release.

 

It is premature to make conclusions at this point. The changes are being tested internally, after which they definitely be given to the super testers. This is why we are unable to go into more detail at this moment.

 

In any case, we want to make an interesting branch that will enrich the game play.

 

When the new concept matures, it will be discussed in patch notes of the corresponding version, as well as in publications dedicated to it. There will be more details in due time.

 

Additional bits of information from follow-up discussions:

1. They are experimenting with bouncing angles for the British AP.

2. The gameplay will be sufficiently different from Königsberg/Nürnberg concept.

 

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The Q&A by BadPreacher and Sub_Octavian dated September 13

 

Source: http://forum.worldofwarships.ru/index.php?/topic/33727-%d0%be%d1%82%d0%b2%d0%b5%d1%82%d1%8b-%d1%80%d0%b0%d0%b7%d1%80%d0%b0%d0%b1%d0%be%d1%82%d1%87%d0%b8%d0%ba%d0%be%d0%b2/page__st__160#topmost

 

Q: What will be the difference between the premium HMAS Perth and the HMS Leander from the RM cruiser tree.
A: We cannot provide any details on these ships yet.


Q: A torpedo hits a damaged section of a cruiser, and causes 200 points of damage only. How?
A: This is a known bug that will be corrected soon.


Q: The manual bomb attacks use a smaller ellipse, but does the distribution of the scatter in the ellipse change?
A: It changes proportionally with the size of the ellipse.


Q: What is the patch of September 9 (90mb) is about?

A: Hot fix of a sound problem.


Q: Why is the artillery rating of the Murmansk (48) is larger than that of the Omaha (38) with top hull, although the guns are identical?
A: The Murmansk has heavier AP rounds, with higher penetration.


Q: How can filter all ships in the carrousel that still have the daily bonus?
A: Use the checkbox "Show ships suitable for the specials".


Q: When will I be able to record battles?
A: Currently, there is a mod enabling replays. We plan to add an enhanced recording functionality next year.


Q: Why do I pay credits after a battle even if my ship took no damage?
A: We think of it as a rearming, refueling and victualing fees.


Q: How do you fight cheaters?
A: The cheaters are people who use forbidden mods. We have a system for tracking users of such mods, but I cannot comment on details. Inactive bots are easy to identify. Bots that act according to a script are more difficult to identify. We are currently testing a new algorithm for their detection.


Q: A Minikaze team kills a New Mexico, or a carrier accidentally team kills. Neither becoming pink. Why?
A: A team killer will definitely turn pink, either immediately or after the battle. Minor infringements (we cannot disclose the exact criteria for minor vs major) lead to turning pink after the battle. Major infringements entail immediate pink. We are satisfied with the current handling of team killers, but would improve the system if necessary.


Q: Can the torpedo belt of a ship fail? I hit the Yamato with a torpedo of the Khabarovsk and caused almost full damage of 14.005 points.
A: You probably simply missed the belt. It can be an advantage to target bow and stern sections that do not have torpedo belts, but at a risk of hitting a depleted section for minimal damage.


Q: Why have you removed those you not considered captain skills that increase the accuracy of the main caliber?
A: Because such skills conferred too much advantage over those who do not have them. The large difference between the novice and the experienced captains was the reason for lowering the caliber threshold for the forth level Advanced Fire Training skill.


Q: How does capping reflected in experience and credits earnings?
A: You are awarded for capping and decapping. The actual capping points and captured areas resulting from these actions, as well as holding cap points, are not rewarded separately, just the results of such actions are.


Q: What is the type of the spotter plane on the USS New Mexico?
A: The Vought UO. The actual type of the plane has not bearing on game play.


Q: Do you plan releasing premium ships of tiers IX and X?
A: This is possible in principle, but we have no such plans at the moment.


Q: After the patch the indicated potential damage taken has decreased significantly.
A: There is very likely a computational error. We are looking into this issue.


Q: I heard that the ships move five times the real speed and the shells fly twice as fast. Have you increased the speed, or shrunk the distances? How does doubling the speed of shells influence their ballistics?
A: Let me explain this in some detail.
1. There are two types of distance measures in the game, the ship meter (relevant to the ships) and the ballistic meter (relevant to the shells in flight).
2. One ship meter equals two shell meters, which means that the ships are twice their real size.
3. The ballistics trajectories are computed with maximum realism, but are flattened to make tracing shots and aiming easier.
4. The speeds of ships, torpedoes and planes are increased by a factor 5.22 relative the ballistic meter.
5. The speeds of shell are increased by a factor 2.61 relative to the ballistic meter.
6. The detonators on the AP shells are modeled based on gameplay considerations.


Q: How do the German battleships perform relative to other battleships?
A: We do not see any issues in their relative performance. Higher tier German battleships perform relatively better than low tier ones.

 

...to be continued.

 

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From an interview at the Tokyo Game Show

 

 

Quick summary:

ARP Takao event to start in October (ASIA server for now probably), and lasts until December

The mission to obtain her will not be easy, but will be set at a level that most people will be able to finish

This is probably last of ARP event for now

Haifuri event will start in first half of 2017

TGS goers will get special Yokosuka Girls' Marine High School flag

Spotting xp bonus will come in next update in late September or early October (9.12?)

British cruisers will appear in mid October

British cruisers will be something between DD and CL. Developers are still struggling with their balancing

IJN DD branching splitting will come in mid October, but after British cruisers

One of the reasons for IJN DD branching splitting is to increase their popularity which has dropped after the introduction of Soviet DD

Clans will come soon

 

 

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Summary of todays interview with Daniil Volkov on Wargaming.FM

 

Source: http://forum.worldofwarships.ru/index.php?/topic/65811-%d0%b4%d0%b0%d0%bd%d0%b8%d0%b8%d0%bb-%d0%b2%d0%be%d0%bb%d0%ba%d0%be%d0%b2-%d0%ba%d1%80%d0%b0%d1%82%d0%ba%d0%b0%d1%8f-%d1%81%d1%82%d0%b5%d0%bd%d0%be%d0%b3%d1%80%d0%b0%d0%bc%d0%bc%d0%b0/

 

1. We plan releasing another branch this year, in addition to the new Japanese destroyers and the British cruisers.

2. In 2017 we plan to release four new branches, and the German carrier Graf Zeppelin.

3. The depot is coming relatively soon.

4. We are seriously looking into the submarines, as they are in popular demand. They will probably not come in 2017, but likely at a later date. One alternative considered is having submarines as bots.

5. The new Japanese destroyers and the British cruisers are scheduled for 0.5.12, if they finish testing in time.

6. We do not like firing from invisibility. Destroyers firing from smoke are fine, but not battleships. We are working to change the gameplay.

7. We are satisfied with the current complexity of gameplay, and would rather make a bit more complex than simpler.

8. We are working on gameplay on high tiers towards less dominance of the battleships and more room for the cruisers.

9. We are not satisfied with the carrier gameplay, and are working on a better interface for them.

10. The lags in port will soon be addressed.

11. This year will see another major rework of the captain skill tree, and an early version of clan functionality.

12. Daily missions will soon be replaced by containers shown at Gamescom 2016.

13. We focus equally on all regions. The Russian market is most difficult, because the immensely popular WoT drains many players form ships to tanks.

14. Our most mature playerbase is in NA (average age 40 years), the youngest in Asia (25-27 years).

 

Update: The Russian battleships definitely not in 2016.

 

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The Q&A by Vessery dated September 15

 

Q: Why can the bow of the Scharnhorst (belt 70mm, rest 25mm) bounce shells from the Colorado and the Nagato, whereas the Warspite (belt 102mm plus a 25mm bulge, rest 25mm) can only bounce the Fuso shells?

A: The armor belt of the Warspite is shorter, leading to more frequent penetrations.


Q: How do multiple layers of armor work?

A: The penetration is checked every time armor is hit. For example, a shell can penetrate the armor belt, but bounce from a citadel.


Q: What was the content of a micro-patch released September 13th?

A: Correcting minor problems in the game launcher under Windows 10.


Q: Which guns shall I use on the tier 9 German battleship?

A: The 406mm are better suited for fighting cruisers, the 420mm against battleships. The same ideas apply also to the tier 10.


Q: When will captain levels beyond 12 unlock?

A: When we have the content that should come with them.


Q: How are base capture ribbons awarded?

A: You get an assist for less than 80 percent of the total cap points, and a capture for 80 or more percent.


Q: What about the 19th captain skill point?

A: It is effectively a lid. While it still can be achieved, doing so would take an unreasonable about of time. In other words, if you already have 18 points, probably you should not bother getting the next one at the moment.

 

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According to a Wargaming rep on Reddit Wows devs. are going to be updating the New Orleans armor model for a upcoming patch.

 

 

[–]The_Chieftain_WG 8 days ago

OK, St Pete acknowledges there's a few errors, and will set about fixing bits and bobs when they get around to reviewing New Orleans.They were already tracking the turret armor face, and the 32mm/102mm armor mix. I wouldn't expect the changes in the next patch, though, if things work as I believe they do.

 

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On the nerf of premium ships.

 

Background: This discussion pertains to the upcoming nerf of the Błyskawica and the Anshan, the details of which I am not familiar with (Chinese leak?). Apparently, the upcoming nerf will not be specific to the above two premium ships, but a systemic nerf that applies to all destroyers.

 

EDIT: The nerf applies to the armor, which may not be a decisive issue for destroyers.

 

Comment by JamesWhite:

 

Source: http://forum.worldofwarships.ru/index.php?/topic/66052-%d0%bf%d1%80%d0%be%d1%81%d1%8c%d0%b1%d0%b0-%d0%be%d1%84%d0%b8%d1%86%d0%b8%d0%b0%d0%bb%d1%8c%d0%bd%d0%be-%d0%bf%d0%be%d1%8f%d1%81%d0%bd%d0%b8%d1%82%d1%8c-%d0%be%d0%b1%d0%bd%d0%be%d0%b2%d0%bb%d0%b5%d0%bd%d0%bd%d1%83%d1%8e-%d0%bf%d0%be%d0%bb%d0%b8%d1%82/page__st__220__p__2699276#entry2699276

 

1. We do not plan nerfing premium ships, whether in ports or in online shops. All assumptions to the contrary are incorrect.

 

2. There still exists a probability that sometime in the future the circumstances will compel us to do something like that. In such cases we will compensate all owners with doubloons.

 

However, I would specifically like to emphasize the role of systemic nerfs, which apply to all ships of a given type or several types. For example, such systemic changes may pertain to the maps, shell penetration or spotting mechanics. The points 1 and 2 do not apply to such systemic changes.

 

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News digest by getfun:

 

Source:

 

The new RN cruisers:

All cruisers, expect tier 5, have AP only.

 

(nerf) Their alpha damage is lowered initially 3200, to

1400 till tier 4

1500 on tiers 5 to 8

1600 on tier 9 to 10.

 

(buff) When a RN cruiser AP shell hits anywhere except the citadel, its damage will be 1/2, instead of the usual 1/6.

 

(nerf) There will be no smoke consumable.

 

(buff) The will be an improved Engine Boost, that increases the speed by 15 percent, instead of the usual 8 percent. The improved boost takes the fighter slot. This allows simultaneously taking Damage Control Party, Hydroacoustic Search and the (improved) Engine Boost consumables.

 

There is still no Defensive AA Fire consumable.

 

Most other parameters, such as turret rotation speed, rate of fire and the AA auras remain the same.

 

The premium HMS Belfast will remain an HE spammer, with AP as an option, and will retain the Radar.

 

(nerf) All ships up to tier 7 will lose the Radar.

 

(buff) All ships of tiers 8 and 10 will get the improved Repair Party, which restores 2912 hitpoints per second. This healing speed is thus quicker than of other tier 9 and 10 ships. The improved Repair Party is more effective in terms of the percentage of lost hit points that can be restored per second. Normally the Repair Party restores 0.5 percent (HMS Warspite 0.6 percent) of maximum hit points per second. On the RM cruisers this parameter will be buffed to 8 percent per second.

 

However, despite all the above buffs, the rumor is that the RN cruisers are still not very competitive, and perhaps therefore are far from release.

 

The new Rank Battle Season:

The season will commence shortly after the release of 0.5.12. It will be on tiers 6 to 8, 23 ranks and more irrevocable ranks. Some maps will be removed, while other added.

 

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Q; Might not be within your ability to answer but misght as well ask.

Any plans to reduce the amount of BBs in game and improve CA/CL to make them more desirable?

 

A: We would like to make cruisers more popular. This is why they get rudder mod.3 in 0.5.12. Other tweaks will be introduced later.

In our concept of ideal class distribution, BBs should have 25-30% of popularity. It works more or less, but on some realms/tiers they exceeded this limit.

We don't want global nerfs and will try to avoid them at all costs - this is why we cancelled bow plating reduction. But some smaller, more precise actions will be taken.

________________________________________________

Q: I think the question that's bugging most of us is what the hell is going on with the British Cruisers.

 

A: The initial concept implied too much "HE-smoke-spam-click-click" meta gameplay, which we really don't want to support more. We want each line to offer some unique experience rather than being clone of previous lines.

We are testing a new concept, the 2-nd edition didn't show good results on production test, then we improved it and will tests 3-rd edition. For now, it seems to be much closer to what we want. I am not sure the line will be ready by 0.5.13, though. We'll see.

________________________________________________

Q: Quite a few players feel that T5 and T6 are being handicapped since they currently see +2/-1. Is there any potential insight you could provide? Are those tiers likely to see +2/-2 ever again?.

 

A: We do realize that after matchmaker tuning T3-4 and T7-8 got more fun and T5-6 got more difficult to play. It was preidctable, and this was our conscious decision. We're conducting a dedicated research on that to see what action is needed (if any) to soften the effect.

Personal remark: one guy from my team has started a new account, so we play on low-mid tiers weekly to help him with advancing. I have to say, T5-6 are still fun (IMO).

________________________________________________

Q: In the CV command interface, you seem to select your ship (no.1 squadron) each time you issue a lot of commands to your planes in a short timeframe. This can be very troublesome, not only because you might lose vital time in commanding your planes, but also because it might put your ship in danger, without you realizing it.

This feature is very rage inducing. Are there any plans to change how this works?

 

A: There are plans to re-work the whole CV UI, as it actually causes more problems then just someone pushing the wrong button. CV UI is very complex, it does not contribute to learning curve in positive way. We want to change that. However, for the next upcoming updates all major plans are complete, so I can't tell you when and how exactly this will happen..yet.

________________________________________________

Q:  It seems like Commonwealth and British ships will be separated (Perth, etc.). What was the reasoning behind this? It seems to somewhat clash with historical reality of WW2.

  1. Will we ever be able to dismiss ARP commanders (and/or recruit new ones)? They often were obtained multiple times while ships were not (I have 3 Hiei), meaning they are currently stuck in reserve for many people, taking up a slot.

  2. Any chance of ARP ships to be able to benefit from camo bonuses?

  3. With the upcoming Haifuri collaboration, will we still toggle anime content by using the Yokosuka port, or will it be done differently (i.e. in the menus?)

 

A: But there are too many ships in both "factions" that might be introduced to the game. They won't fit into one screen:D

  1. Uh, I think your best shot might be support ticket - maybe they will help you and remove unwanted commanders.
  2. Small chance (or not in the nearest future) - we are thinking about special camos for these ships, but, for example, hight tier permanent camo are more important (and more demanded).
  3. Don't know about this event, but I'm pretty sure all "stylized" content should be toggled, and it's logical to toggle anime with one port.

________________________________________________

Q: Do you plan to revisit the New Orleans T8 Cruiser armor model before Ranked Season 5 and restore it to its historical setup as pointed out in this thread by /u/drowned_man?

 

A: Part of it is planned to be fixed, and the rest will be checked ASAP. I guess the whole bunch of fixes is coming. However, it won't go to 0.5.12 - only to 0.5.13 (hopefully not 0.5.14).

UPDATE: fix planned for 0.5.13.

________________________________________________

Q: Knowing you can't do specifics and it's not your department...

Anything 'coming soon' for co-op? I do notice you guys are constantly tweaking the AI nearly every major patch (it's not documented but the behavior differences are noticeable over time).

 

A: Yep, at least one experimental thing is likely to pop up soon. Then...we will see. I can safely say this: we have a separate dev group that works primarily on PvE evolution concept. So we do want to improve PvE.

________________________________________________

Q: Compring Mogami and Myoko, the number 5 turret on Mogami doesn't turn all the way to broadside on Mogami, while it does on Myoko (and on Atago and Ibuki as well). This means that Mogami has to show more broadside to fire her number 5 turret. I'll post screenshots below. Is this intended or a bug? Are the turret angles changed for balance reasons (eg: nerfed for overperforming ships) or devs always try for the optimal angles for all ships?

Also, the same question for Tenryu's number 2 gun. Compared to the other 3 guns, it can only turn slightly more than 180 degress.

 

A: Sooo..checked both cases with devs. You are right. This will be fixed in 0.5.13, thank you so much for yor help.

Turret angles are normally NOT used as up/nerf method, they are more about comfort and historical accuracy.

________________________________________________

Q: Here are few:

  • Training Room - why is this not a fully implemented game feature? Currently, everyone needs to install a mod to unlock the training room

  • Chat in port - chat history will seem to just "magically" disappear - yet this is not an issue in WoT. Why are there still problems with the chat history?

  • Is there an estimated timeline for Team Battles?

  • Will there be something similar to the WoT Strongholds implemented in Warships?

  • When will the Wargaming Clans be updated to include Warships (currently has WoT and Warplanes...)

  • And finally, we have a unified account only in regards to premium time. Why has Warships back-tracked on a previous promise to unify gold/doubloons across platforms?

 

A: Training room will be implemented later in production quality. Chat - it is automatically cleared sometimes, triggered by inactivity or conversely, by messages limit. Team battles - not yet. Strongholds - let's say, managing something in port is being designed as a concept. Clans - no comment yet. Unified currency - not possible now due to several implementing reasons, but will hopefully be worked out in future

________________________________________________

Q: Given how you guys at WG have all of the data to look at when balancing, what stats do you tend to consider the most? Is it win-rate? Average Damage? Another category?

Often we as the players just pull up the stats on warships.today, but that is neither the complete picture nor tell us what stats you consider when balancing.

 

A: There are tons of data to consider. Win rate and avg. damage are important, but there also so-called "hand dependance" - the comparison between ship effeciency and player effeciency, and other particular values like lifetime, range, done/received damage structure, and so on.

And all of that cannot be used without exploring the ships ourselves and/or with help of ST and community feedbacks to get the impressions, the feeling of the ship.

There are some ships that are fine but are not comfortable for most players and vice versa. So "human factor" is always taken into account to some extent.

________________________________________________

Q: 

  1. Are there ideas about restricting a maximum number of DD and BB for each side? There is already a system in place preventing to have more than 2 CV on each side. For example not having more than 3-4 DD and 4 BB in one match on each side? Too often I see 5 DD and 5 BB on each side, making Cruisers and CV rare and the gameplay results in sniping campfests.

  2. Is Wargaming happy with the manual abilities of CV? Right now I am more or less forced to manually drop my torps in the face of enemy ships, making it either impossible to dodge them or letting me miss entirely because I dropped to close or at wrong angles.

  3. Do you guys think Air-Air battles need to be improved (too much rng and US fighters are vastly superior to IJN fighters?)

 

A: CV are too unique. Doing this limitations for other classes is not desirable and will surely mess up matchmaking.

  1. We are not quite happy with CV state and UI. Will work on it.
  2. We think this class will eventually be re-worked in general, as I said a few times even in this thread.

________________________________________________

Q:  Previously you have given some answers about what Krupp value is, it's something about the "hardness" of the shell. For AP shells it is self explanatory: harder shells penetrate better. But what is the function for HE shells as they explode on contact?

Japanese HE shells have better Krupp in general than other nations and they seem to do more relative damage along with better module damage. While Yorck HE has the extremely low value of 1 for example.

 

A: Krupp value for HE shells is a redundant parameter. It is not used in game.

________________________________________________

Q: What is aircraft's speed boost after dropping? And fire chance for each type of aerial bombs?

  1. How many more premium ships can we expect to get from now till the end of the year (except Leningrad, Belfast and Perth)? I guess it is not possible to disclose the name, but how about the nation or class?

 

A: 

  1. That should be 25% boost. I will check it, just in case. Fire chance..it is HUGE. Just..HUGE. Depends on bomb specs. This information is not in Port UI because it doesn't matter when this chance is so high.
  2. Uh-oh. Nope. They're watching me!

________________________________________________

 

These are all the questions I could fit so far. I ignored some repeat answers, vague answers (he basically couldn't answer due to NDA) and some personal questions.

 

Edited by Takeda92
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News on the RN cruisers (next iteration)

 

Source: http://forum.worldofwarships.ru/index.php?/topic/66887-%d0%b1%d1%80%d0%b8%d1%82%d0%b0%d0%bd%d1%81%d0%ba%d0%b8%d0%b5-%d0%ba%d1%80%d0%b5%d0%b9%d1%81%d0%b5%d1%80%d0%b0-%d1%82%d1%80%d0%b5%d1%82%d0%b8%d0%b9-%d0%bf%d1%83%d1%82%d1%8c/

 

which is a Chinese leak here: https://sea-group.org/?p=1181&lang=en

 

Note, the original English is very poor. The only thing which is clear to me: The Smoke is back and it is stronger than ever.

 

Quote:

 

After the test on the first design (Smokin' fire) and the second design (Speeeeding), Royal Navy(RN)'s Light Cruisers now have their third design.

 

British engineers removed the engine boost consumables and refitted their cruisers with smoke generators, but for each activation you can only cast a cloud of smoke, smoke RADIUS is 1.33 times times normal smoke. Smoke residues and heavy loading times have not changed. If you run too fast, reversing the hide to go smoke.

 

Belfast and Perth are also equipped with the new smoke generator.

 

Our diligent UK repair crew finally had a normal work schedule. They will repair your ship within 20 seconds at 2% of total HP per second, for a total of 40%.

 

United Kingdom is still only AP projectile of the Cruiser, but at the same time the use of the shells in the first design performance indicators, and indicators of interaction within the game in the second design ... In minatours, for example, her AP: wounded 3200, projectile velocity 768m/s, spring 58kg, hardness 2672, minimum detonation threshold 12mm, detonation time 5ms, Ricochet angle of 60°-75°.

 

Belfast and Perth still have HE shells.

 

British patrol armor was file back to the original thickness and crispy.

 

Here is Google translation of the Chinese text:

 

In the study of the first design (flame flow) and the second design (rowing), the British light cruiser has a third design. The British returned the engine and re-purchased the smoke device, but this new smoke device can only cast a smokescreen, the smoke radius is 1.33 times the normal smoke screen, smoke residue time and reload time Unchanged. If you run too fast, please turn the ship to the smoke screen. Belfast and Perth are also equipped with this new smoke device. The industrious British repair team finally has a normal schedule, and now they will fix your boat in 20 seconds, but repair 2% of the total volume of blood per second, a total of 40% of this point has not changed. British cruisers are still only AP bombs, but at the same time using the first design of the shells performance indicators, and the second design in the game of interactive indicators. To Mino Taos, for example, her AP: standard 3200, bomb speed 768m / s, bomb weight 58kg, hardness 2672, minimum detonation threshold 12mm, detonation time 5ms, jumping angle 60 ° -75 °. Belfast and Perth still retain the HE bomb. British Patrol's armor was filing back to the original thickness, crunchy.

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Gents just a friendly reminder, please keep this thread clean. We have another one for discussions: http://forum.worldofwarships.eu/index.php?/topic/56433-discussion-thread-for-some-interesting-info-from-ru/

I guess you guys have to link it below every news because it gets ignored every time... Really appreciate the flow of information here, keep it on!

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More from previous Sub_Octavian's Reddit Q&A

 

Q: Before the battle starts and before you throttle up, if you press Q or E there are two distinct tones for 1/2 and full turn; once you throttle up or the battle begins, the tone for 1/2 and full turn becomes the same. Can the two tones remain active during battle? (my comment: this a very insignificant question but oh well)

 

A: Feedback accepted, will send it to sound team. Thanks.

UPD: fill be fixed, probably in 0.5.15+

_______________________________________________________________

Q: Is giving repair party to tier 8 being considered?

As it stands now, I can't avoid damage effectively using prinz eugen due to it's poor concealment and thin armor belt. I get rewarded for sniping at max range since I outrange most enemy cruisers and get punished for being agressive. I don't really like this playstyle and I'm sure it doesn't contribute a lot to the team.

 

A: It is being considered, at least for British cruisers.

_______________________________________________________________

Q: 

1) Are there any plans to implement something similar to the "Marks of Excellence" in World of Tanks? I feel it adds a lot of enjoyment and something to work towards in the game, plus I imagine the development effort would be relatively small.

2) How is the potential damage calculated?

3) Are there any plans for adding new in-battle achievements and related signal flags? For example: - One for causing a detonation. Then players could see how many times they have been detonated and how many times they have caused a detonation in the achievements page, could reduce salt around detonations. - One for torpedo spotting. Signal flag would increase torpedo spotting range by X% - One for potential damage over a certain threshold. New signal flag could increase rudder shift speed by X%. - One for spotting and spotting damage (like patrol duty in World Of Tanks). New signal flag could reduce detectability by 5%.

 

A: 

  1. Yes. Something like - but different.
  2. It is alpha damage of all projectiles (shells, bombs, torps) that hit 700 m around the ship or hit the ship itself (with any result).
  3. Yes there are. You are welcome!

_______________________________________________________________

Q: Are you satisfied with the performance of the Bismarck? Some consider it overpowered, especially its secondaries. Are the developers considering a nerf?

 

A: We are not considering it now. German BBs, in our opinion, look good. We wanted them to be good brawlers, and they seem to work that way. What's more pleasing, is that players tend to understand that and enjoy them.

_______________________________________________________________

Q: Now from SEA WoWs website, rank starts from 2 Oct to 14 nov. My question is that would balance patch 0.5.13 comes after the rank season (after 14 nov) or be released while rank season 5 would still be ongoing? I am asking this primarily because I am hyped for the new Japanese Destroyers which will be undergoing testing in 0.5.12 and I hope they will be released on 0.5.13. If the new patch comes in during the rank season, do you think it will affect balance and maybe the meta?

I am not sure if this question can be answered without violating some confidential information for the near future but if it does, its ok I'll understand.

 

A: I cannot promise you this, but if you look at latest history, you will see that we launch major updates on solid cycle...so...

I think if new IJN guys OR the Britts are released in 0.5.13, they WILL affect meta. But if not...0.5.13 for now does not look as an update with a lot of balance changes. It will be more about adding one very nice feature to the game.

_______________________________________________________________

Q: How much of the suggestions made by the playing community, be it here on the subreddit or one of the forums, does the development team consider for implementation? I'm not talking about pure game mechanic complaints, such as "OMG fix high tier economy pls"-stuff (but thank you for giving us a new game economy system smiley face), but rather more focused on additions to the game, such as this proposed second IJN carrier line? Would be interested to know whether community contributions in this manner are valued by the development team.

 

A: They are valued, because the game is obviously being developed for the audience. However, there may be difference between one popular proposal (which appeals to a limited group of players) and one popular trend (which is distinctly seen througout the while community).

And we do try to react as quick as we can - even yesterday, working here in comments, I was able to start three tasks for New Orleans, Tenryu and Mogami improvements - which is great. And today, two bug reports came from this community. (my comment: I'm sorry, I'm a bit biased for choosing to put this question :P)

_______________________________________________________________

Q: (cut some introduction to the question) Are there any plans to buff credit earnings some time in the future, or is the current system intended?

 

A: Economy is planned to be buffed by one major feature this year (and I'm talking about plain buff, not re-balancing). Then, we'll see.

Grind is a part of game concept, but it should be adequate, and we are absolutely not against tuning it to everyone's advantage.

_______________________________________________________________

Q: What is the plan for IJN destroyers? With the new second line being gun focussed, will the old line's torpedo focus be restored? At the higher tiers IJN torpedoes seem inferior to USN torpedoes, since the rather heavy nerfing.

 

A: They are not inferior, really. I don't know why some people think that way. But that's probably debatable based on individual experience.

As for IJN DD sub-branches.

The concept (which may change or evolve) is that there will be two types of gameplay depending on sub-branch:

A: relatively universal, low visibility, average artillery and rich torpedo armament for close combat.

B: better artillery, lower torpedo count (but longer range), torpedo reload consumable.

_______________________________________________________________

Q: I know people are flocking to battleships right now, so I don't much hope for this, but: Are there any plans to make Battleship gunnery less infuriating? Be it long range artillery to 1-2km galleon fights, shells will fly over or below the enemy ships.

 

A: Then we would have to reduce alpha..and increase firing rate. Which would turn them into kind of cruisers...weird ones.

_______________________________________________________________

Q: What motivates WG in making changes to ships? For example what was the thinking behind the USN cruiser re work?

 

A: Popularity, combat effeciency and feedback. No rocket science here.

_______________________________________________________________

Q: Why does the Sims have worse torpedoes than the Leningrad and Blyskawica?

 

A: Why should all DDs have the same torpedoes? They differ in many ways.

_______________________________________________________________

The Q&A is over for now, more will come to Reddit in a week or 2 so keep your eyes out. Again, I tried to pick the best answers and I left some repeat or unhelpful ones. Some answers I included because they tell us what the devs official stance on the matter is.

 

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I feel I should put this here, just for reference...

 

On his Reddit Q&A, this was asked to Sub_Octavian:

 

Q: What is the situation with the Italian ships? Can we hope in at least a premium ship soon?

A: There will be SOME Italian ships - this is logical and expected. But...no leaks on that from me. Sorry.

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The traditional Q&A on the forum are closed, as the RU server is moving to a unified Q&A system on the official cite, in which most popular questions will be answered every Friday. The same system, with different questions, will be available on other servers.

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numerous posts have been removed. A suggestion to those making the informative posts, please add a link at the end of your post to the thread where they can discuss such info.
Edited by RogDodgeUK
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I am unsure whether this is well-known, or not.

 

The developer SubOctavian on the deck armor of USS Montana, which was supposed to be increased from 28mm to 38mm in version 0.5.12.

 

Source: http://forum.worldofwarships.ru/index.php?/topic/67146-%d0%bd%d0%be%d0%b2%d0%b0%d1%8f-%d1%81%d0%b5%d1%80%d0%b8%d1%8f-%d1%88%d0%b5%d1%80%d0%bb%d0%be%d0%ba%d0%b0-%d0%b0%d0%bd%d0%be%d0%bd%d1%81/

 

The absence of correction in 0.5.12 is an oversight that will be corrected soon. This happened when we rolled back the nerf of the bow armor, as the increase was added at the last moment following the feedback from the general test. We apologize for this.

 

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On the new economy with a focus on tier 8 for Ranked Battles.

 

The Russian video-blogger z1ooo, which traditionally has good relations with the developers, analyses the changes in profitability since version using a 25 percent sample of the Russian cluster (700k players), with a focus on the profitability of tier 8 ships used in the current Ranked Battle season.

 

Source:

 

The quantity of interest is the average experience, not the average credit earnings. The relationship between experience and credit earnings is nonlinear, and the credit earnings data are not available.

 

Only players with blue/purple stats are considered, since the there is too much variance in the experience earned by the average players. So we are talking about the average experience of the top players.

 

We are talking random battles only.

 

The data covers all versions 0.5.10, 0.5.11 and 0.5.12. The 0.5.12 is the average the four days since the launching of this version (100k games).

 

Stats of those players that had ever hidden their stats are not considered. There is no correction for premium accounts.

 

The results:

1. No significant changes between 0.5.10 and 0.5.11. The experience strongly correlates with damage and frags.

2. Between 0.5.11 and 0.5.12, overall -1 percent average experience (-1 percent frags), which is not significant.

 

But changes become the more significant the higher the tier:

 

Tier 5, -2.5 percent

Tier 6, -4 percent

Tier 7, -6 percent

Tier 8, -5 percent

Tier 9, -8 percent

Tier 10, -10 percent

 

If we look at ship types,

Carriers and destroyers -8 percent

Battleships -5 percent

Cruisers -4 percent

 

A staggering 80 percent of all ships now earn less on average

 

3. Now to individual ships of tier 8, relevant for the current Rank Battle season:

 

Lo Yang -12 percent (due to smaller capping rewards)

Bismark, Tirpitz, Lexington, Fubuki -10 or -9 percent

Amagi, Mogami, New Orleans, slight minus or slight plus, but the average damage and frags increased by 5 percent. So, a loss in profitability.

 

4. The average players (not top) earn on average -2.5 percent less experience, a bit less on destroyers and carriers, a bit more on cruisers and battleships. But the same average players made 3 percent more damage and frags. So, the results are better, but the earnings are worse.

 

The overall decrease in experience earning is about 5 percent, contrary to what the developers have promised.

 

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From Sub_Octavian on the NA forums

 

 I've just finished full 6-days-before and 6-days-after analysis, and now preparing an article on new economy with much insight. I hope I will get it published next week in RU and EN.
Overall, there's slight XP drop registered here and there (of course z1ooo data is not complete and not accurate), but also very promising and visible CR buff on absolute majority of ships. I am going to include full percentage data in the article, so stay tuned for the detailed comment and information on the changes. Income structure (what is the value of different actions in battle) will be included there, too, as players asked.

Regardless, of the upcoming article, XP drop will surely be researched more, when meta is established and we have stats for a longer period. There is no intention to slow down player's progress in the new economy, so if there are any unintended slow-downs registered by that time, we will fix them. 

 

http://forum.worldofwarships.com/index.php?/topic/98831-new-info-on-experience-gain-in-patch-0512-overall-decrease-for-all-players-a-reddit-cross-post/page__p__2428939#entry2428939

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Reddit-Q&A with Sub_Octavian

 

About the PvE and Carrier economics

Hi, you're welcome. Co-op players: we applied heavy maintenance reduction for PvE this week. It should be fine now. CVs: we do not expect CV players to go and tank damage. Actually, new income structure was developed upon real server stats per ship individually. For example, all CVs are not very good in tanking or capping - that's obvious, and we did not set valuable share of these activities for them. But some ships inside a class may differ too. Pensacola and Myoko have different "tanking" stats, so they were adjusted accordingly. That said, we notice all negative CV feedback on the changes. And currently we are researching this matter to see whether any tweaks are needed. CV AS: AS gameplay is different, and we do not expect all players to love it. But we encourage it, because it was completely unbalanced against Strike gameplay economically while being quite contributive. The goal of new economy is to make the game better, and to encourage active and engaging gameplay. If we find any problems with that, we will fix it. There was no intention to nerf CV. At most, some CV may have started to earn as much as other ships of the same tier (which is fair). Economy changes are designed for better connection between active team play and reward. This change may cause some players to earn less in some cases, and we're analyzing the data we receive to see whether action is needed. We are planning to publish "debriefing" article on economy changes with some thoughts and information. So, stay tuned.

 

About the inclusion of the "fresh water storage" and "cold storage" in the citadel hitbox of the Warspite

The part you are talking about is included in the citadel because it was valuable initially (torpedo armament storage) and it is protected accordingly:

25 mm citadel deck you mentioned; 32 mm deck you cannot see in port viewer currently (it is bow internal deck); 152 mm belt (you can see a part of it behind anti-torpedo bulge; 102 mm transverse (in game 102 mm layer is a sum of several IRL bulkheads); It is located underwater and extremely hard to hit.

Most part of damage to Warspite is bow/aft/casemate/superstructure, so this part does not play a vital role in ship in-game performance. On the other hand it is logical to be included in the citadel, remembering its initial function and armor (these are two main criteria).

 

About the reintroduction of CBT-AA graphics & sound effects (if needed in a toggle on/off setting).

We checked, double-checked and even triple-checked AA effects change log. We didn't change anything. Either I did not get your question or there's some misinterpreting. AA effects density depends on ship AA specs, number of mounts, etc. If you can display what you mean in any way, PM me. But for now it seems to be in the same condition it was before. As for sound effects, overall sound design has been improved greatly, and our sound team always paid maxiumum attention to players' perception. However, there are some things in AA sounds we would like to change and improve. It is planned for one of upcoming updates. We sincerely hope you will like it.

 

About visual damage to ships due to shells & torpedo's (not decals as currently is the case, but torn masts, shredded funnels,...)

Hi. I did not manage to find a source for that statement, but anyways, this is quite expensive in terms of performance and production efforts. Currently we are not working on such visual effects. We are focusing on enhancing what we already have. For example, the solution for small objects (wires, lines, cables) anti-aliasing is currently in being implemented.

 

About night-battles

It's good to hear you like Saint-Petersburg port! However, its lighting scheme is basically a workaround. Our game engine currently does not allow normal multi-source lighting, which is needed for proper night battles. When it is updated eventually, we will be able to implement such feature (and many others).

 

About why ballistics are under NDA, but anti-air aura and detonation chances aren't.

Yes, there's reason - currently in-game ballistics formula is considered a valuable asset in terms of game developement. However, this is more about corporate projects and should not worry players. I assume, players need not the formula itself, but penetration values for each shell to be more informed and effecient in the game. We are absolutely fine with it. We are going to add penetration values to game wiki in some form, and later, when we develop a smart way to show it, we wil surely add it to game client. So, when we talk about NDA, we refer to our method to implement IRL ballistics into the game, not to in-game shell specs. There is no use in hinding them.

 

About the workings of outer/middle/inner AA aura's.

Each aura works independently. So, when a squadron enters additional aura (it may be the same ship or another ship), it gets additional "destruction timer" and starts losing planes from this aura accordingly. When aura efficiency changes for some reason (e.g., some AA guns are destroyed, suppressive fire is activated or manual control is used), the "destruction timer" of this aura adjusts. If an aura stops targeting a squadron for some reason (e.g. player selects another target or the squadron flies away), the "destruction timer" ends. Squadrons do not "remember" any interaction from passed engagements, their HP is actually number of planes left.

 

About T5-T6 matchmaking since 0.5.9.

The overall life on T5-6 got more complicated, this is true. However, this made things better for beginners on T3-4 and reinforced T7-8. Which is not a bad thing for overall game experience. On the other hand, we understand your concern and currently are trying to find a way to soften the impact of this change (which, again, we consider to be good globally).

 

About the unbuffed Montana deckarmour in 0.5.12.

Hi, thanks. Yes, this is the exact case. We will fix it ASAP and give Montana the buff we promised. Sorry for the inconvenience.

 

About making the Lexington more competitive with the new 0.5.12 economics.

There is no plan to change loadouts now and to buff strike loadouts. We buffed USN fighters recently for more AS value, and for now are not going to change CV specs more. As for economical aspect, please see the two replies on that above.

 

About the ability to testdrive Premium ships before the purchase.

It's a nice idea, and we may implement it in future. We also can organize premium ship TD during public tests from time to time. So, yes, you can expect some positive changes about it, but unfortunately, I am not ready to make any promises or name any dates. And let's consider that premium test drive should be organized in such way that player can really understand and master the ship at least partially. Otherwise, one unlucky battle on Tirtpiz for a newbie may create a false impression and hurt both player and game.

 

About ow will clans be implemented in WoWS.

Hello! We aim for stand-alone implementation for players convenience.

 

About the non-unification of the Premium stuff, and the reasoning behind it.

Hello! The problem is not with premium shop prices, but with the databases. Long story short, we cannot unify gold the way we initially planned without massive DB rework (or without constant technical issues with syncing WoT, WoWp and WoWs). We are trying to find a workaround for that, and surely we will announce the change when we're ready.

 

About a reevaluation of the "Torpedo Acceleration Skill", and the flat percentage that gimps high-tier Japanese DD's

Type F3 may be used with TA skill. This is extremely dangerous, but hey, you will get 81-kt missiles. I know some players who are happy about it and like such play style.

Type 93 mod.3 with TA seems very good, but this way you need to spend 3 skill points. What are they good for? For example, Basic Firing Trainig + Expert Marksman. Don't underestimate Shimakaze artillery, especially with this buff. And F3 offer you 8 km range, freeing these 3 points for you. With the best concealment - 5.9 km - this is more than viable. After introducing TA skill and tweaking some of the torpedoes, we are quite satisfied with the variety we have. This is not likely to be changed.

 

About the 19-point captain, and if it will be reachable, since 18 points don't allow for an interesting build as a 19 pointer will (the ability to get one more T4 skill)

Hello! This cap is an intended temporary limitation. Captain skills improvement pack is currently in developement with several nice changes, including the cap solution. Overall goal is to add new layers of captain "upgrades", add more variety and possible builds, adjust some skills in terms of costs and/or effeciency. I really hope you will be happy with the changes, and find more opportunities both for 18-points captains and for juniors. Stay tuned!

 

 

 

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Link to said Q&A:

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Summary of a video by z1000 on best ships by tiers according to statistics from 25 percent sample of the RU cluster, as of today.

 

Source:

 

This list is based purely on XP, damage and win rate, not personal impressions of the author.

 

The list of ships is in the decreasing order of goodness (>), the last ships in the list are the worst performers.

 

Separately on carriers, Japanese carriers perform better on all tiers, except tier 7 (Saipan)

 

Tier 2: Umikaze

Tier 3: Bogatyr > Nassau

Tier 4: Isokaze > Imperator Nikolai I

Tier 5: Fujin/Kamikaze/Minikaze > Gremyashchy > … > Bogue

Tier 6: Arizona > Cleveland > … > Bayern > Mutzuki > Ognevoi

Tier 7: Scharnhorst > Gneisenau > Blyskawica > Flint > Atlanta > … > Hatsuharu

Tier 8: Bismark > Mikhail Kutuzov > Atago > ARP Takao > … > Tashkent > New Orleans (Hipper and Eugen are also bad)

Tier 9: Friedrich der Große > Roon > … > Kagero > Baltimore

Tier 10: Große Kurfürst > Khabarovsk > … > Shimakaze > Des Moines

 

Next, I will be translating the RU Q&A of last Friday. Stay tuned for details on the clan functionality.

 

 

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Summary of a video by getfun on the forthcoming reward crates (Chinese leak), which have been showcased at Gamescom 2016.

 

Source:

 

When a player accumulates 2.000, 12.500 or 37.000 XP, he can open a crate. The rewards include credits, doubloons, consumables, signals and (yet unspecified) random items. The Gamescom video shows that doubloons can only be received as a random item.

 

Some information (little new) from a recent stream by JamesWhite:

1. Complaints about the new economy slowly abate.

2. The RN cruisers are still being tested. They appear to have found an interesting niche for them.

3. The depot is forthcoming, but will be different than that in WoT.

4. Team battles will reappear after the introduction of clan functionality, to provide a stronger incentive for playing them.

5. The developers are thinking of a server-side replay functionality, i.e. replays will not be recorded locally but globally for all.

 

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