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ST, changes to test ships and engine boost of planes

 

French destroyer Siroco, tier V:

  • Torpedoes changed:
    • Damage is lowered from 14 883 to 12 233;
    • Speed is lowered from 60 to 57 knots;
    • Range is lowered from 9 to 7 km;
    • Detectability range is lowered from 1.3 to 1.2 km;
    • Flooding chance is lowered from 246% to 199%.

Siroco's main strengths are, like that of researchable French destroyers, effective main caliber guns and the Main Battery Reload Booster consumable. Tests have shown that Siroco's torpedoes are too effective for the ship with such features, and thus they are replaced with weaker ones with a range closer to the destroyer's detection range.

French destroyer Mogador, tier IX:

  • Main caliber guns reload time is increased from 7.5 to 8 s.

Reload time increase allows Mogador to be balanced with her classmates in terms of combat efficiency keeping intact her features of good speed and Main Battery Reload Booster consumable.

Soviet battleship Slava, tier X:

  • Turrets 180 degree turn time is lowered from 60 to 45 s;
  • Main caliber guns reload time is lowered from 33 to 30 s.

Previous changes to this battleship were intended to outline Slava's role as a ship for long-range combat having good firepower, but vulnerable when under focused. Lowered survivability impacted Slava's positioning in combat and moved it away from enemies. But the firepower of the ship was not enough and we decided to return some of the parameters to their previous values.

Soviet cruiser Smolensk, tier X:

  • Main caliber guns base firing range is lowered from 15.6 to 13.8 km.

Good ballistics together with a Smoke Generator consumable allow this cruiser to confidently shoot over long distances despite it's main weakness - survivability. Lower range will bring Smolensk closer to enemies and make the cruiser more vulnerable.

French cruiser Colbert, tier X:

  • The restoration of the casemate (non-citadel) damage by Repair party is increased from 50% to 60%;
  • The restoration of the citadel damage by Repair party is increased from 33% to 50%.

Due to the nature of her ballistics, Colbert is most effective at medium ranges, and, considering her low amount of HP, every hit will deal significant damage to the cruiser. An increased amount of restored damage will compensate for this.

Japanese destroyer Yudachi, tier VII:

  • Torpedoes are changed:
    • Damage is lowered from 17 233 to 15 633;
    • Flooding chance is lowered from 287% to 259%.

Yudachi has long-range torpedoes especially effective against battleships and low detectability range of the ship allows her to use torpedoes without getting close to targets. Besides that, low detectability gives an edge over enemy destroyers. With support from the team, Yudachi can fight for key areas, but it will be difficult to win in a 1 on 1 gun fight. Tests have shown that the concept of the ship works well, but the efficiency of the ship is higher than that of it's classmates. Torpedo damage was lowered to keep the gameplay of the ship and her low detection range intact, but to balance it with destroyers in terms of combat efficiency.

The minimal speed when the engine boost is used is changed for all planes of IV - X tiers. With the S key pressed, aircraft will decelerate by 26.25 knots instead of 17.5. Japanese and Graf Zeppelin's aircraft, as well as the attack aircraft of all nations will decelerate by 30 knots instead of 20 upon pressing the S key.

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

 

 

SOURCE: https://www.reddit.com/r/WorldOfWarships/comments/c078fj/st_changes_to_test_ships_and_engine_boost_of/

 

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Quote

ST, changes to test ships and engine boost of planes

 

French destroyer Siroco, tier V:

Torpedoes changed:

Damage is lowered from 14 883 to 12 233;

Speed is lowered from 60 to 57 knots;

Range is lowered from 9 to 7 km;

Detectability range is lowered from 1.3 to 1.2 km;

Flooding chance is lowered from 246% to 199%.

Siroco's main strengths are, like that of researchable French destroyers, effective main caliber guns and the Main Battery Reload Booster consumable. Tests have shown that Siroco's torpedoes are too effective for the ship with such features, and thus they are replaced with weaker ones with a range closer to the destroyer's detection range.

French destroyer Mogador, tier IX:

Main caliber guns reload time is increased from 7.5 to 8 s.

Reload time increase allows Mogador to be balanced with her classmates in terms of combat efficiency keeping intact her features of good speed and Main Battery Reload Booster consumable.

Soviet battleship Slava, tier X:

Turrets 180 degree turn time is lowered from 60 to 45 s;

Main caliber guns reload time is lowered from 33 to 30 s.

Previous changes to this battleship were intended to outline Slava's role as a ship for long-range combat having good firepower, but vulnerable when under focused. Lowered survivability impacted Slava's positioning in combat and moved it away from enemies. But the firepower of the ship was not enough and we decided to return some of the parameters to their previous values.

Soviet cruiser Smolensk, tier X:

Main caliber guns base firing range is lowered from 15.6 to 13.8 km.

Good ballistics together with a Smoke Generator consumable allow this cruiser to confidently shoot over long distances despite it's main weakness - survivability. Lower range will bring Smolensk closer to enemies and make the cruiser more vulnerable.

French cruiser Colbert, tier X:

The restoration of the casemate (non-citadel) damage by Repair party is increased from 50% to 60%;

The restoration of the citadel damage by Repair party is increased from 33% to 50%.

Due to the nature of her ballistics, Colbert is most effective at medium ranges, and, considering her low amount of HP, every hit will deal significant damage to the cruiser. An increased amount of restored damage will compensate for this.

Japanese destroyer Yudachi, tier VII:

Torpedoes are changed:

Damage is lowered from 17 233 to 15 633;

Flooding chance is lowered from 287% to 259%.

Yudachi has long-range torpedoes especially effective against battleships and low detectability range of the ship allows her to use torpedoes without getting close to targets. Besides that, low detectability gives an edge over enemy destroyers. With support from the team, Yudachi can fight for key areas, but it will be difficult to win in a 1 on 1 gun fight. Tests have shown that the concept of the ship works well, but the efficiency of the ship is higher than that of it's classmates. Torpedo damage was lowered to keep the gameplay of the ship and her low detection range intact, but to balance it with destroyers in terms of combat efficiency.

The minimal speed when the engine boost is used is changed for all planes of IV - X tiers. With the S key pressed, aircraft will decelerate by 26.25 knots instead of 17.5. Japanese and Graf Zeppelin's aircraft, as well as the attack aircraft of all nations will decelerate by 30 knots instead of 20 upon pressing the S key.

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

 

 

 

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ST, battleship Ohio

 

American battleship Ohio, tier X

 

Ohio has a concept similar to that of Georgia: powerful and accurate secondaries allow her to fight at medium ranges, and Repair party with quick cooldown restores a large amount of HP, aiding ship survivability.

High-caliber guns are more accurate than those of classmates, making them an effective weapon despite the low number of barrels

 

Hit points – 96300.

Plating - 32 mm.

 

Main battery - 4x2 457 mm.

Firing range - 21.6 km.

Maximum HE shell damage – 6450.

Chance to cause fire – 43%.

Maximum AP shell damage - 15750.

Reload time - 26.0 s.

180 degree turn time - 30.0 s.

Maximum dispersion - 230 м.

HE initial velocity - 800 m/s.

AP initial velocity - 732 m/s.

Sigma – 1.90.

 

Secondary Armament: 10x2 127.0 mm, range - 7.5 km.

Maximum HE shell damage – 1800.

Chance to cause fire – 9%.

HE initial velocity - 808 m/s

 

AA defense: 40x1 20.0 mm, 8x2 76.2 mm, 10x2 127.0 mm, 10x4 40.0 mm.

AA defense short-range: continuous damage per second - 652, hit probability - 70 %, action zone 0.1-1.5 km;

AA defense mid-range: number of explosions in a salvo - 12, damage within an explosion - 1190, continuous damage per second - 807, hit probability - 75 %, action zone 1.5-4.0 km;

AA defense long-range: number of explosions in a salvo - 8, damage within an explosion - 1680, continuous damage per second - 277, hit probability - 75 %, action zone 4.0-6.0 km;

AA sector reinforcement - 25 %, sector reinforcement time - 12 s, sector reinforcement shift time - 12 s.

 

Maximum speed - 28.0 kt.

Turning circle radius - 950 m.

Rudder shift time – 18.6 s.

 

Surface detectability – 17.8 km.

Air detectability – 12.9 km.

Detectability after firing main guns in smoke – 17.4 km.

 

Available consumables:
1 slot - Damage Control Party

2 slot - Repair Party (duration time 28 s, HP per second 635.58, reload time 60 (40) s, charges 3 (4))

3 slot- Fighter

3 slot - Spotting Aircraft

 

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

 

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

 

Spoiler

1158457272_Ohayo1.thumb.jpg.1b650c14798edd10b19bed743dd8a7b2.jpg

 

 

 

 

 

 

 

Edited by WolfGewehr
Mid-range AA corrected.
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From WoWs Twitch Stream

 

Henry IV reload nerfed from 12.3sec to 13sec

Grozo reload nerfed from 4sec to 4.2sec

Hindy and Roon reload buffed for 0.5sec to 10.5sec

All (BB?) German 105mm secondary guns now have 1/4 pen (25mm)

Kii deck citadel armour increased to 32mm

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ST, changes to test ships

 

American destroyer Somers, tier X:

- Torpedo tubes reload time increased from 108 to 130 s.

Somers was designed as a 'universal' destroyer with a good main battery guns and long-range torpedoes. Testing showed that torpedo weapons were too strong for a ship that also had good artillery.

 

American destroyer Hill, tier V:

- Main battery guns reload time increased from 4 to 4.8 s.

Damage per minute of Hill's main battery guns was too high for a tier V destroyer, so reload time was increased.

 

French destroyer Le Fantasque, tier VIII:

- Torpedo detectability range increased from 1.4 to 1.8 km.

Le Fantasque has very fast torpedoes with a range of 8 km, and she can easily hit enemies with them. These torpedoes were too strong for a tier VIII destroyer. We decided to increase detectability range of the Le Fantasque torpedoes, so players would have a little more time to react to them.

 

French destroyer Vauquelin, tier VII:

- Hit points of researchable hull increased from 16900 to 18100;
- Turrets 180° turn time lowered from 22.5 to 18 s;
- Torpedo speed increased from 57 to 68 knots;
- Torpedo detectability range increased from 1.2 to 1.4 km.

In some characteristics Vauquelin was not strong enough for a French destroyer of tier VII and did not fit into the overall progression of the branch.

Vauquelin's researchable hull increased the amount of hit points of the ship by too small amount for a tier VII destroyer.

French destroyers are designed for dynamic fights whilst actively maneuvering. With the progression of the tier, the dynamics of the battle grows too, and the previous traverse speed of the Vauquelin turrets was too low to permit effective play at her tier.

Vauquelin's torpedoes maximum speed was increased to make them easier to hit an enemy. Also increasing the detectability range of the torpedoes will give players time to react to the improved torpedoes of this French destroyer.

 

French destroyer Guepard, tier VI:

- Main battery guns reload time increased from 4.8 to 5.2 s.

 

French destroyer Jaguar, tier V:

- Main battery guns reload time increased from 6 to 6.6 s.

According to the test results, the reload time of the Jaguar and Guepard main battery guns has been changed to balance their damage per minute.

 

French cruiser Colbert, tier X:

- Improved acceleration dynamics at the start of the movement;
- "Repair party" consumable number of charges increased from 2 to 3.

Colbert is designed to play at medium distances with the help of covers. For this playstyle to be successful, the ship must be able to gain speed quickly.

Recent changes to test ships have increased the recovery of Colbert's hit points with "Repair party" equipment to compensate ship's low amount of hit points. The old number of "Repair party" charges did not allow this change to be sufficiently realized.

 

Japanese destroyer Yudachi, tier VII:

- "Torpedo reload boost" consumable added to a separate slot;
- Detectability range by sea increased from 6.48 to 7 km;
- Detectability range firing main guns in smoke increased from 2.42 to 2.61 km;
- Detectability range by air increased from 2.784 to 3.01 km.

The concept of Yudachi, as a destroyer with good concealment and powerful long-range torpedoes, works fine, but the gameplay on her can be quite monotonous. Yudachi has received "Torpedo reload boost" equipment in a separate slot to allow players to launch an extra wave of torpedoes at the right time. This will enhance the gameplay and will allow, with the correct use of equipment, to have a significant impact on the result of the battle. To compensate this reinforcement, her detectability range has been increased.

 

Japanese cruiser Yoshino, tier X:

- "Repair party" consumable number of charges increased from 2 to 3.

Because of her long-range guns and torpedoes, as well as her armor, Yoshino is designed for careful long-distance play. In order to allow her to get close to the enemy at the end of the game and take an active part in the battle, we have slightly increased the survivability of the ship by adding one additional "Repair party" charge to her.

 

British aircraft carrier Ark Royal, tier VI:

- Fairey Albacore torpedo bombers replaced by Fairey Swordfish.
- - Aircraft hit points lowered from 1110 to 1070;
- - Aircraft cruise speed increased from 97 to 98 knots.

Fairey Swordfish squadrons are as famous as the Ark Royal aircraft carrier itself. For historical accuracy purposes, the Fairey Albacore torpedo bombers are replaced by Swordfish, which are a bit faster, but with a lower hit points.

 

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

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12 hours ago, DariusJacek said:

Here is the full text (in case for whatever reason the source disappears or is in another way inaccessible).

Spoiler

ST, Competitive modes, balance and other changes

Go to the profile of Devblog Wows
Devblog WowsFollow
Jun 22

After the release of the 0.8,6 update you will be able to take part in two competitive battle types.

The VI season of Clan battles will be held in “6 vs 6” format on tier VIII ships. All types of ships except aircraft carriers are allowed, and no more than 1 battleship per team. The reduced size of the teams is not planned as a permanent change, but will make it easier to gather clanmates for the battle during summer. The change of the tier from X to VIII will diversify the familiar battle type. With the tier changed, rewards have also changed: you can get up to 8 750 of steel in the VI season.

New Ranked season will be held in “6 vs 6” format on tier IX ships.

The lightning model is updated. This is one of the steps in improving the graphics both in terms of quality and performance.

 
1*j69blU4gA0qqQbOovUl7Gw.jpeg

Hatsuharu, Gnevny and Nicholas have their stock hulls updated: both visually and in armament they are now closer to the researchable hulls.

Now, players may encounter bot-operated aircraft carriers in Co-op battles even if no ships of this type are helmed by real players. Bot-operated aircraft carrier is also added if there is an aircraft carrier helmed by player.

The Raptor Rescue operation is brought back and the balance in it is improved: all skills, modernizations and premium consumables are removed from bots, and the composition of enemy groups is changed.

The automatic collision avoidance system is improved: it will work more reliably, and in most instances will turn the ship in an optimal way. Manual control will always have the priority.

5 new historical commanders are added: Friedrich Bonte, Horace Hood, Matsuji Ijūin, Vladimir Trubetskoy, Theodore Chandler. Though in game they don’t have talents or improved attributes. They will be available in the Armory for doubloons.

New permanent camouflage ‘Wolf’ is added for Flint. It will be available for 3 Clan tokens and give the following bonuses:

  • -3% to detectability range;
  • +4% to maximum dispersion of shells fired by the enemy at your ship;
  • -50% ship’s post-battle service;
  • +20% Credits per battle;
  • +100% Experience per battle.
 
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New camouflage “Red heat” is added, giving the following bonuses:

  • -3% to detectability range.
  • +4% to maximum dispersion of shells fired by the enemy at your ship.
  • +100% XP per battle
  • +100% Commander XP per battle
 
1*NhZ0sE0PSWLxM1Ho2rX7aA.jpeg

AA guns will now deal continuous damage several times per second. The damage values were recalculated accordingly to consider the increased frequency. This is a technical change with minimal impact in gameplay, which fixes some illogical situations.

Pan-Asian destroyer Chung Mu, tier IX:

  • Main battery guns reload time increased from 3.3 to 3.5 s;
  • Torpedo tubes reload time increased from 106 to 122 s.

Pan-Asian destroyer Yueyang, tier X:

  • Torpedo tubes reload time lowered from 156 to 146 s.

After the changes to Yueyang in the update 0.7.11 this destroyer was balanced with classmates in terms of impacting the battle, but Chung Mu was superior to other tier IX destroyers in battle efficiency. The changes will balance these Pan-Asian ships with other destroyers considering the changes to the game after the 0.7.11 update.

American destroyer Gearing, tier X:

  • Researchable torpedo tubes reload time lowered from 136 to 122 s.

In the 0.7.6 update the Mk16 mod. 1 torpedo tubes were added to the ship, the same as Fletcher has. They showed good efficiency on Gearing, and now we want to make researchable and stock torpedoes, offering different play styles, equal in terms of combat efficiency.

British destroyer Jutland, tier IX:

  • Main battery guns reload time increased from 3.5 to 4 s.

Jutland is very good in close combat. but her overall efficiency is too great. To make this ship more balanced, the reload time is increased from 3.5 to 4 s.

British cruiser Emerald, tier V:

  • Armor of citadel deck is increased from 25 to 40 mm.

This change will protect the citadel deck from penetrations by attack aircraft rockets, 203 mm caliber HE shells and penetrations without ricochets with AP shells.

British battleships King George V, Lion, Duke of York, Monarch, Conqueror:

  • The citadel is raised and it will take some of the casemate space;
  • The Repair Party consumable is changed:
  • Restoration of the casemate (non-citadel) damage increased from 60% to 75%;
  • Duke of York number of charges increased from 2 to 3;
  • King George V, Duke of York and Monarch restore 0.6% of maximum amount of HP per second instead of 0.5%;
  • Repair Party Reload time lowered for King George V, Monarch and Duke of York from 120 to 90 s;
  • Repair Party Reload time lowered for Lion and Conqueror from 180 to 120 s.

Fighting from long range, British battleships are less demanding regarding their positioning due to a low-sitting citadel. Even a well-aimed broadside salvo rarely hits it. To increase the possibility of punishing angling mistakes, the citadel has been raised and will take up some of the casemate space. But with good manuevering, the overall survivability of British battleships will only increase due to the improved Repair Party.

 
1*dqQ5n3S6VDA3aM-cMaoruQ.jpeg

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

 

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ST, new type of shells

Soon there will be closed testing of the new mechanics of semi-armor piercing shells. Please note that if this concept of semi-armor piercing shells will be successfully tested, detailed information about its area of usage will be announced later.

Semi-armor piercing shells - a new type of shell, similar to high explosive terms of in armor penetration mechanics, which means that the shell explodes immediately after hitting the ship. However, the armor penetration of the semi-armor piercing shells will be higher than that of high explosive ones. The difference between this type of shell and high explosive shells is that they are not capable of causing fire or damaging the modules of the ship by the blast wave. When firing semi-armor piercing shells, it is possible to ricochet.

Semi-armor piercing shells, when properly used, can do more damage than high explosive shells, but the absence of fires and the presence of ricochets will give players the opportunity to effectively withstand this type of ammunition.

 

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Dear players,

 

As 0.8.5 changes have brought much needed and requested AA DPS consistency, seems like in many cases the plane losses became slightly excessive, and CV efficiency was nerfed too much. While we do like the change, we still need to keep CV efficiency reasonable. Over weekend and early next week we intend to observe the situation very closely, determine the amount of needed changes to plane HP, and implement a hotfix. Unfortunately, only live server data will help us to polish the change, preserving its core concept – more rewarding and meaningful anti-air defense.

 

Stay tuned for more news, and we sincerely apologize for any inconvenience.

 

 

Source Dev Blog

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Hotfix on AA has arrived on NA server apparently :

 

Quote

Improved parameters of commander skill Survivability Expert: now increased aircraft HP for each ship tier is +25 instead of +15 (+30 instead of +20 unique commanders). At X level, this will give an increase of 250 points to aircraft HP, which will strengthen the aircraft by more than 10% and will allow the squadron to live longer under AA, taking into account the latest changes in mechanics in the update 0.8.5.

 

source on reddit : https://www.reddit.com/r/WorldOfWarships/comments/c7qrlw/na_server_currently_patching_to_851_changes/

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ST, priority air defense sector

The mechanics and visual components of the priority air defense sector, as we promised earlier, will be updated.

The purpose of the changes - in accordance with the wishes of the community to make the priority sector more convenient and understandable and also give a tangible result.

The boost to AA defense is now activated in a much more convenient way: you need to point the camera in the desired direction and activate it by pressing the button. At the same time, as before, the efficiency of the other sector will be reduced.

Immediately after activation, the defending player receives an instant result, a burst of damage is immediately inflicted on the attacking wave caught in AA range by way of a percentage reduction of the current hit points of the attacking squadron. If there are no enemy aircraft in the air defense area at the time of activation, no damage will be done. Instant damage is applied to aircraft with the least amount of hit points at the time of activation. In other words, air defense will try to shoot down the maximum number of aircraft.

 

Post image
 

Then begins a phase of gradual strengthening of the sector, which lasts a few seconds. During this time, the sector increases its efficiency, and then works at full capacity for a time. After that, the strengthening of the sector is deactivated. To re-activate, it is necessary to wait for it to recharge, during which AA efficiency returns to standard values. The gain, duration, and cooldown options depend upon the ship. 

 

Post image
 

Strengthening an AA sector affects only the permanent constant damage values and does not affect the damage caused by explosions.

Together with the priority sector, the skill Manual Fire control of AA Armament has also been re-designed. Now, it will increase the instant damage inflicted, increase the cooldown duration of the priority sector. It will also completely remove the effects applied to constant damage (both the gradual 'buff' period to the priority sector AND the debuff to the non-prioirty sector side). This will allow ships with weak air defenses to deal a significant 'burst' of damage to enemy aircraft at the moment of activation, but will not increase their ability to deal higher amounts of constant, permanent damage.

Undoubtedly, this change will affect the interaction of aircraft with ships and will require additional balance changes. We will closely monitor the new priority sector system and make adjustments as deemed necessary.

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

 

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ST, Naval Training Center, free Premium Consumables and improvement of the matchmaker.

In this post we bring you three pieces of major news:

  • A new system of ship upgrades: Naval Training Center;
  • Rework of Consumables: Premium consumables become Free;
  • Matchmaker improvements: Breaking matchmaker streaks.

Naval Training Center

It is no secret that the framework of our game is based on the progress from tier to tier and reaching the top of the branch — the tier X ship. At the same time, events such as “snowflakes” for the New Year showed that veteran players are interested in playing different ships of different tiers, however, the game does not sufficiently encourage it.

We are glad to present to you a new part of the game — Naval Training Center. Now you can strengthen a ship of tier VI+ (absolutely any — premium, ARP, obtained for coal or acquired for free experience). Improvements are sequential, not selective. This means you first have to apply a level 1 upgrade to a ship before you can apply level 2 etc.

 

1*SicDqAk0Sna5v9X5LGdXwA.jpeg

 

However, this requires a special resource that can be only be obtained by resetting progress in a fully researched branch of the nation and experiencing it again from tier I. A special interface will allow you to sell all the ships of the branch according to the standard rules and cancel their research, all with one click. Upgrades, signals, flags and camouflage will be removed/demounted and sent to the Inventory, commanders retain their specialization and sent to the Reserve, and the experience gained on the ships will be transferred to the tier 1 ship in that national tech tree. You can activate ‘Naval Training Center’ if you have at least two researchable tier X ships.

 

1*NxZHCcjMdu55-9ACMDNljg.jpeg

 

Through ‘re-researching’, buying and winning the first battle in each ship of a chosen branch, you will receive a new special resource that can be used to improve ships of tier VI — X. Part of these resources will be tied to the nation of the ships used to acquire it and can be used to improve ships of that nation. The other part of these resources will work similarly to free experience and can be spent on any tier VI+ ships, even those in nations that do not have a branch of researchable ships.

Currently planned upgrades

Please note that the values below may change based on test results!

 
1*6O725nzeO1YzJAiQVBdFtg.png
 
1*mpYaUiYip-IrB0He_kaWNg.png
1*lYX7r7ukAd_RKlLFWMHCEw.png
 

In one season, you can reset progress in a limited number of branches with an additional restriction on the nation. The season itself lasts for a few months. To achieve 3 levels of improvements/bonuses for one ship, a player will be required to participate in several seasons and will likely have to reset progress in branches within that nation multiple times.

 

1*uHHcxGyV0BWBGuh3ySy6eQ.jpeg
 

Let’s look at an example in which you want to earn the first level of bonuses for your favorite ship. The numbers in this example are conditional.

  • Let’s say you chose a Minotaur cruiser.
  • To obtain the first level requires 10 units of resources for the British nation.
  • You reset your progress in any (fully researched) British branch, for example, destroyers.
  • You ‘re-explore’ it again, from Black Swan to Daring, and on the way earn 12 units of resources for the British nation and 2 units of “free” resources.
  • You spend 10 units of resources for the British nation to unlock the level 1 upgrade on Minotaur. To improve Minotaur to level 2, you should have 20 units of these resources.

 

1*wiQigfzvEm7liDLivP17pQ.jpeg
 

Alternatively, you may choose to exchange the earned special resource to apply another Level 1 bonus to your as yet unimproved Tier VII RN Premium Ship ‘Duke Of York’.

The choice is yours.

Please note; You CANNOT spend resources earned on one nation (in this example RN/UK ships) on other nations. But you WILL gain universal or ‘common’ resources similar to Free EXP that can be spent on other nations.

If you do not have time to research an entire branch in one season, don’t worry — your progress will be saved. To re-research the branch, you will follow the same standard rules as the first time. As if it had just been released.

In clan competitive modes, the possible levels of bonus/improvement that can be used in combat will be limited. Levels that exceed this limit will be inactive and not applied in competitive battles.

Improvements and bonuses to aircraft carriers and AA through the Naval Training Center will NOT be possible upon its introduction. Due to recent air defense changes, more time is needed to determine the optimal potential improvements for this class.

Rework of Consumables

Two risks of the new system are an increased economic burden on users and an increase in the gap in combat effectiveness. In this regard, we are pleased to announce that we are making Premium Consumables free. Standard (non-premium) ones will be removed from the game. This will significantly reduce deduction of credits after each battle, and make the game much more comfortable for those who can not afford to constantly use Premium Consumables. Note that presently, if we take tier X battles as an example, more than 50% of games there are played without premium consumables mounted.

Matchmaker improvements

In other news — the long-awaited improvements of the matchmaker are on their way. According to the current plan, they will be carried out in two stages.

The first stage — strict restrictions placed on getting into battles at a certain tier. The matchmaker will remember the percentage of entries to battles of tiers +0, + 1 and + 2 for each player at each tier. After a small “calibration”, which will take up to 20 battles, MM will begin to ensure that these percentages do not exceed the established norm. Of course, this is primarily aimed at the problem of being “bottom tier” too frequently, especially when playing at tier VIII. For example, at the start it is planned to set a limit of 40% for fights with ships +2 tiers higher for tier VIII. This means that soon after the update, and having played around 32 battles, each player will stop encountering Tier Xs when in their Tier VIIIs in more than 40% of Battles.

Another benefit of the change — a reliable interruption of a ‘bottom tier streak’, because the matchmaker will analyze the last 20 battles the player has played each time they enter the queue. It means that, after calibration, a long series of battles as bottom tier, which quite often affects players, will become impossible within one tier of the selected ship. From 20 battles at tier VIII there will be no more than 8 battles against tens.

The second phase of improvements, which will be followed by a later adjustment of the distribution of the tier of ships in a single battle. One unpleasant situation — is to be the only player on a tier VIII ship in a tier X battle. If the battle has accumulated a sufficient number of eights and nines, the player has more opportunity for effective play. When this improvement is implemented, the matchmaker will have restrictions and rules on the tiers of ships selected to battle. For example, for tier X battles it could be something like “at least 4 eights and a maximum of 5 tens per team”.

These are important and helpful improvements that will increase the number of “mono tier” battles. We would not like to allow an overabundance of such battles, so at first we will carefully approach the new settings.

We understand that after the announcement you will have questions that we will try to answer in the near future: soon we will publish a list of the most popular questions with answers to them, and this Thursday at 18:00 CEST we will conduct a stream, where we will talk in more detail about these innovations!

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

 

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There will be a closed testing of changes to the Inertia Fuse for HE shells. Please note, that this is a test of a concept that will not necessarily be included into the game.

 

  • Plating of the central part for tier VI - VII cruisers is brought to the value of 25 mm. This will cause the ricochet of shells with a caliber up to 357 mm. If existing plating or armor belt is thicker than 25mm, it won't be changed;
  • Plating of central part for tiers VIII - IX cruisers is brought to the value of 27 mm. This will cause the ricochet of shells with a caliber up to 386 mm. But battleships will still be able to penetrate ships' bow and aft ends, because only the plating of the central part is changed. If the existing plating or armor belt was thicker, it won't be changed;
  • Plating of central part for tier X cruisers is brought to the value of 30 mm. This will cause the ricochet of shells with caliber up to 429 mm. Armor belts thicker than 30 mm will not be changed;
  • Plating of bow and aft ends of cruisers with a caliber of main guns lower than 200 mm is made thinner than before: 13 mm for tiers VI - VII, 16 mm for tiers VIII - X;
  • For tiers VIII - X cruisers with 152 - 155 mm main caliber guns, the penetration of HE shells is brought to the value of 1/5 of the caliber. This will allow them to penetrate same tier cruisers;
  • Now, HE shells of most ships penetrate the armor, thinner than 1\6 of the caliber. This rule is changed from "lower" to "equal or lower". Thus 152 mm shells will penetrate 25 mm plating;
  • Plating of tiers VI - VII battleships is brought to the value of 26 mm. This will keep interactions within the class, and between classes, intact considering changes to the HE shells penetration: 152 mm with penetration of 1/6 of the caliber won't penetrate the new plating of 26 mm;
  • Inertial Fuse for HE shells skill is increasing the penetration of HE shells by 20% and lowers the probability of causing fire by 50%. 

 

Changes to plating will make tiers VI - IX cruisers a bit more resistant to the battleships fire when angled properly and will encourage good positioning, similarly to tier X cruisers.

 

Changes of HE penetration will allow us to unify the interaction of classes: cruisers will always penetrate same tier cruisers with HE shells even without Inertia Fuse. Using this skill on cruisers with 150-155 mm guns will be able to penetrate same tier battleships.

WG_WoWS_SPB_Infographic_Infographic_IFHE_EN_1200x660.jpg

 

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

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ST, improvement of battle chat

 

The World of Warships user interface is constantly improving. With the upcoming super test session, players will have access to a new battle chat system.

The following changes have been made:

  • Added ability to block tactical commands and text messages.
  • Added ability to enable/disable the battle chat in the "settings" > "controls" menu.
  • Added system that limits the number of uses of the "Attention to square" command in a short period of time

These changes will allow players to reduce the amount of unwanted information from other participants of the battle, as well as to simplify the setup of their battle chat.

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

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Dear players,

 

We would like to comment on the recently announced feature, which you undoubtedly know about - Naval Training Center (NTC).

First of all, we hear you and appreciate your feedback. Thank you for letting us know about your concerns, expectations and thank you for caring for the game.

While the Center is still under development, we're already working on a couple of changes based on your discussions across different platforms:

  1. The combat buffs will become incremental and significantly smaller than announced originally. Instead of having big leap in ship stats, we will concentrate on smaller improvements which will still be nice to have on your favorite ship. But they will not feel mandatory to be competitive.
  2. We will do our best to make it diverse and incorporate other types of rewards for using NTC in further Seasons. As many of you suggested, we will consider such things as rare resources and cosmetics to be in the reward pools. This will allow to keep the combat buffs under control and diversify the rewards instead of concentrating on ship upgrade.
  3. We will tweak the economic settings of NTC to reduce the gap between the players. We will make sure that the entry level of NTC is lower, and that the overall system works more for width of the rewards instead of depth. For example, instead of resetting and revisiting the ship line to get 1 strong level 1 bonus for 1 ship (probably tier 10), players will get a few smaller bonuses they can distribute. Overall, we will remove the pressure to min-max one ship, shifting it to evenly upgrading your collection with incremental buffs that do not create imbalance compared to other elements of ship loadout.
  4. We will be mindful of the influence this system can have on competitive play. As we already said before, some capping of NTC buffs is possible for competitive, but with the feedback you gave us, let's be even more clear: NTC buffs will be capped at level 1 for Clan Wars, Clan Brawls and Training room. With the changes to the buffs themselves and their cost of acquisition, it will remove any unnecessary gap and maintain fair play. Only if we're absolutely sure that the core audience is invested into the new system we will consider increasing the cap.
  5. We will continue improving this feature and looking for ways to reinforce the good parts of the system, while mitigating the parts you don't like. Our current tentative plan is to release this feature withing update 0.8.7, but if any critical improvements are planned, we will take our time and work more on this.

 

That said, we also have several clarifications about the parts of NTC which probably were not explained well enough on our side:

  1. Completely switching the system to cosmetics or resources is not going to work. We seriously considered this option, but from all our experience with various in-game activities and their rewards, we still need to keep some performance-based rewards to keep the progression meaningful. However, we really appreciate your ideas about having much less significant bonuses and adding other types of rewards to make the buffs even more scarce.
  2. This system rewards long term engagement, but we will make sure that it is much more dynamic and that the rewards also feel achievable. However, each season will have limits for maximum number of line resets, and with the changes described above it will be about having small nice bonuses, not about the "stressful race to make your Yamato tier 11".
  3. NTC buffs, especially with the substantial reduction, will be offset by free improved consumables. As we mentioned, even on battle tier 10, over 50% of games are played with free consumables. On lower tiers, the number is even higher. A lot of players are struggling to use these consumables because they're still grinding credits, or merely not experienced enough to appreciate their importance. An extra charge and much quicker cooldown time for Repair party or Heal makes huge difference in fact. Of course we do understand that for high-end players the usage of improved consumables was mandatory anyways, but that's why the buffs are being tweaked and will be limited in any competitive modes.
  4. While the first proposed implementation of NTC obviously needs more work, we believe the whole idea is still relevant. On the recent CC Summit we discussed the need for high-end meaningful progression. It's still there. We do not plan to release fewer ship lines, stop working on new maps and game modes, or to stop introducing quality of life improvements, but the core playerbase still exceeds our expectations in terms of activity. This feature is just one of the ways we are planning to address this need in future updates.

 

We realize that this PSA did not cover all of your questions and concerns. In the near future we will release at least 2 more important articles: answers to your most popular questions and the second part of this announcement with more details on how we are tweaking the system according to your feedback.

Once again, thank you for your input, and stay tuned.

 

Cheers!

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Changes in the Naval Training Center system

 

Dear players,

 

After many discussions and feedback analysis, we decided to change the direction of Naval Training Center development to meet your expectations and resolve your concerns.

The part of NTC connected with resetting and revisiting ship lines will stay, however, the rewards will be fully reworked. The design process for this is not an easy task, so we can not share a lot of details right now. But what we can share is the new general concept:

  • We will fully remove direct performance buffs for ships which were originally presented in this system. Your feedback on this was clear, and we don't believe that reducing these buffs further is any good (it will not resolve your concerns, and make the reward not interesting at the same time);
  • We will instead focus on unique, interesting, but non-mandatory content, like new ships. For a start, we confirm that French tier X cruiser Colbert and US tier X battleship Ohio will be the first rewards for NTC. They will be available in the Armory for a special resource earned by revisiting the ship lines during seasons.
  • The new resource earned will take the place between casually accessible coal and much more rare steel, which is mostly locked behind competitive.
  • We will invest our resources in exploring other types of rewards. For example, while we're heavily limited by the game lore itself, we will try to design some new cosmetics to make your ships look cool and show off your achievements. Another option for the future rewards are Legendary upgrades. Introduced in the game long time ago, they offer a trade-off, a change in playstyle of a specific ship instead of a direct buff. In any case, additional rewards will take more time, and we will be happy to hear your new ideas.

We know that the last few days were very heated, and we also know that the reason is that you love the game and care for it. We do, as well, and we're not taking the opposite side here. While we need to introduce more high-end progression to ensure the game will be healthy and evolving for years to come, we want to do it together with you. There is a lot to work on now, but we're sure that in the end, we will get to the good, appealing system which all of us will be able to enjoy.

We will keep you updated, and please expect more news as soon as we make progress in development.

Thank you, and see you soon!

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ST, changes to Vauquelin and Guepard

French destroyer Vauquelin, tier VII:

  • Maximum torpedo damage lowered from 18 400 to 14 833;

  • Main caliber guns reload time increased from 4.8 to 5 s.

Recent changes significantly increased Vauquelin's torpedo efficiency: the destroyer started to deal almost the same amount of damage with them as with main caliber guns. To balance the total damage done by the ship, the damage of torpedoes was lowered and the reload time of main caliber guns was increased.

French destroyer Guepard, tier VI:

  • Main caliber guns reload time increased from 5.2 to 5.6 s.

The change will balance Guepard with same tier destroyers in terms of her total damage output.

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

 

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Ways of distribution - Smolensk, Somers, Friesland

 

Dear players!

 

We are aware of your interest in the way that ships announced in the Development Blog will be distributed.

 

Today, we are ready to inform you of the ways of distribution of the following ships:

 

• Soviet tier X cruiser Smolensk will be available for coal;

• American tier X destroyer Somers will be available for steel;

• European tier IX destroyer Friesland will be available for free XP.

 

The release dates for these ships will be published later, in the respective news channels on the game website.

 

Information about the ways of distribution of other ships announced in the Devblog will be published later.

 

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

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ST, Italian cruisers and Italian Destroyer Paolo Emilio, tier X

The characteristics of these ships are currently in the balancing stage. We will publish further details in the near future.

66837490_2407684969557836_180369677036290048_o.thumb.jpg.e72498232e7cf50ae340ada67bea4b21.jpg66898110_2407685036224496_9106329706977820672_o.thumb.jpg.cd8795a08c554842cfb26405ca0aa275.jpg66937320_2407685052891161_3040524305092837376_o.thumb.jpg.30fc20264c94aeb0140c6387e16aec59.jpg67434238_2407684956224504_1044132486965100544_o.thumb.jpg.9b99900968e38d40b30664a9b805f489.jpg67317227_2407684946224505_9213934181229264896_o.thumb.jpg.9e2a198e518a56ea74f3ea3922749f8f.jpg67402108_2407685122891154_6160935319718854656_o.thumb.jpg.a316c9c37ba5f2e6ededd6b6f5082dd9.jpg67473444_2407685132891153_7390151545335054336_o.thumb.jpg.74ad07187a77aad7760a0cf34bb549f5.jpg67437912_2407685059557827_6025450043790589952_o.thumb.jpg.d08b9f9e3ad5f299d5dcaa15343aed3c.jpg

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Changes to test ships

European destroyer Friesland, tier IX:

  • Turrets can rotate 360 degrees;

  • Turret firing angles increased: bow turret by 1 degree, stern turret by 5 degrees to both sides;

  • AA damage bonus granted by the Defensive AA Fire consumable lowered from +200% to +100%.

Changes to turret rotation and firing angles will make playing the European destroyer more comfortable.
Friesland has good AA defense for her class, allowing her to take down large numbers of planes, but the Defensive AA Fire consumable made the destroyer too effective against aircraft. 

German cruiser Siegfried, tier IX:

  • Number of charges for the Repair Party consumable lowered from 3 to 2;

  • Torpedo range lowered from 8 to 6 km.

Parameters of the Repair party consumables were aligned with the standard values for cruisers, and torpedo range was aligned with the values of high-tier German cruisers and battleships. 

Japanese destroyer Yudachi, tier VII:

  • Torpedo tubes reload time increased from 91 to 100 s.

After the addition of the Torpedo Reload Booster consumable the total torpedo damage dealt by the destroyer was too great. 

American destroyer Somers, tier X:

  • Main caliber guns reload time increased from 5 to 6 seconds.

The efficiency of the main caliber guns was too great for the torpedo-focused destroyer.

British aircraft carrier Ark Royal, tier VI:

  • Torpedo bombers squadron size increased from 6 to 9 planes;

  • Number of torpedo bombers on deck increased from 9 to 14;

  • Torpedo bombers restoration time decreased from 81 to 59 s;

  • Armor penetration of HE bombs increased from 18 to 19 mm;

  • Number of bombs on the plane is lowered from 12 to 8.

Considering the speed of the planes, the size of torpedo bombers squadron was too small for the tier VI aircraft carrier. Increased armor penetration will allow bombs to penetrate the superstructure of tier VIII battleships, and lower number of bombs per plane will lower the efficiency of the aircraft carrier primarily against destroyers. This will be compensated by the increased size of the torpedo bombers squadron due to the increased damage dealt to battleships and cruisers.

French cruiser Bayard, tier VIII:

  • Detectability range by air is increased from 6.36 to 7.16 km

When using skills and upgrades for lowering detection range, the AA gun range of the ship was larger than the detection range by air. This allowed Bayard to turn the AA off and activate it when enemy planes are already inside the AA zone.

Researchable French destroyers of tiers II - X, French tier V destroyer Siroco, French tier VIII destroyer Le Terrible:

  • The possibility of incapacitating the engine and steering gears is lowered.

Due to the large size of the modules of French destroyers they were incapacitated too often when the destroyer was hit.

French destroyer Enseigne Gabolde, tier II:

  • Main caliber guns reload time lowered from 6 to 4.8 s;

  • Torpedo tubes reload time lowered from 57 to 35 s;

  • Maximum torpedo damage lowered from 12 233 to 7 433;

  • Torpedo range increased from 6 to 7 km.

French destroyer Fusilier, tier III:

  • Hull A:

    • Torpedo tubes reload time lowered from 57 to 35 s;

    • Maximum torpedo damage lowered from 12 233 to 7 433;

    • Torpedo range increased from 6 to 7 km.

  • Hull B:

    • Torpedo tubes reload time lowered from 90 to 52 s;

    • Maximum torpedo damage lowered from 12 233 to 7 433;

    • Torpedo range increased from 6 to 7.5 km.

French destroyer Bourrasque, tier IV:

  • Torpedo tubes reload time lowered from 90 to 75 s;

  • Maximum torpedo damage lowered from 14 833 to 11 267;

  • Torpedo range lowered from 9 to 7.5 km;

  • Torpedo speed lowered from 60 to 57 knots.

French destroyer Jaguar, tier V:

  • Torpedo range lowered from 9 to 8 km;

  • Torpedo speed increased from 60 to 68 knots.

French destroyer Guepard, tier VI:

  • Torpedo range lowered from 9 to 8 km;

  • Torpedo speed increased from 60 to 68 knots.

With the increasing of tiers, the torpedoes of the French destroyers didn't make sense in their progression: their parameters were changing from tier to tier, but they didn't fit the unified system. Changes will bring the torpedoes of these ships in line with the following concept - torpedo range is slightly higher than the detection range of French destroyers, they have good speed and medium damage.

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

 

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ST, European nation, improvement of autopilot, new camouflages

 

With the upcoming super test session, a new game nation, Europe, will be added to the game. Initially it will include Viribus Unitis, Friesland and Blyskawica. However, these ships will keep their national flags, voiceovers, and their commanders uniform, names and ranks.

 

WG_SPB_WoWs_Screenshots_Europa_Ships_1920x1080.jpg.28a0d4b47ab11867751a6faee5039616.thumb.jpg.32a3cd8b1b467a1fd2318b0caa6ffccc.jpg

 

This way, small European fleets will be merged into one tree.

 

In the upcoming update we continue to work on improving the autopilot. Now the autopilot takes into account speed, maneuverability and size of the ship when planning her path, and also automatically changes her speed. The movement trajectory is now displayed as a real path on the tactical map and minimap.

 

WG_SPB_WoWs_Screenshots_Ships_Minimap_2_1920x1080.jpg.b0f9ca4739d5b2e80de39c3eef630eff.thumb.jpg.3b02660e7641ab85439b415813938059.jpgWG_SPB_WoWs_Screenshots_Ships_Minimap_1_1920x1080.jpg.bbaf0f9711376b7346f1da019efd4d06.thumb.jpg.be704831ef30af9e1170873666c0f8b8.jpg

 

With this improvement, the chance of collision with an island will be much lower, but if it does happen, the new autopilot will maneuver on its own and return the ship to its previous course.

 

Special permanent camouflages for Graf Spee, Warspite & Shinonome were added.

  • -3% Detectability range by sea;
  • +4% Dispersion of shells fired by the enemy attacking your ship;
  • -10% Cost of the ship’s post-battle service;
  • +100% XP per battle;
  • +35% Credits per battle.

WG_SPB_WoWs_Screenshots_Ships_Graf_Spee_National_1920x1080.jpg.1599b09c50d361aa31b150e59666caa5.thumb.jpg.fde571227c84b3d276c2a7557b001beb.jpgWG_SPB_WoWs_Screenshots_Ships_Warspite_National_1920x1080.jpg.bf9a55927a83ca21c43b3f347d581cc0.thumb.jpg.a88de9951abbf38800ca1b068058f3fc.jpgWG_SPB_WoWs_Screenshots_Ships_Shinonome_National_1920x1080.jpg.cf774dbe6202163ba29c6622ff5f060d.thumb.jpg.65a8eaf27272fe4d43a9c9e39c3c3a45.jpg

 

The special permanent camouflages for Furious, La Galissoniere, Le Terrible & Fuso were added.

  • -3% Detectability range by sea;
  • +4% Dispersion of shells fired by the enemy attacking your ship;
  • -10% Cost of the ship’s post-battle service;
  • +50% XP per battle.

WG_SPB_WoWs_Screenshots_Ships_Furious_Dazzle_1920x1080.jpg.a77b88a9a6331c80416107435d873a1d.thumb.jpg.bcfabac845580fc6c5b8ad0ea752c912.jpgWG_SPB_WoWs_Screenshots_Ships_La-Galissonniere_Dazzle_1920x1080.jpg.b94961f1a915c2a188194ca772f5ceb5.thumb.jpg.b1b3ebd932696471ef748b879854a66c.jpgWG_SPB_WoWs_Screenshots_Ships_LeTerrible_Dazzle_1920x1080.jpg.ddb6d472014c61c69f101c055704dac3.thumb.jpg.e566d5b38d0098c261f7cae88bc24ed1.jpgWG_SPB_WoWs_Screenshots_Ships_Fuso_Dazzle_1920x1080.jpg.ef94660f80ce8d625ac9c35b3d7485c6.thumb.jpg.f4b122de448d122bdc882e8c6c76fda4.jpg

 

These camouflages will be available to purchase for doubloons.

 

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

 

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