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ST, Italian cruisers tier VIII-X and Genova, tier V

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

 

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ST, New Ships - Italians Cruisers

Researchable Italian tier I-X cruisers, as well as Italian Premium tier V cruiser Genova and Italian tier X destroyer Paolo Emilio will be added to the game in the upcoming super test session.

Italian cruisers have special consumable "Fuel Smokes", unique ammunition - semi-armor piercing shells, good maneuverability and a high salvo weight with long reload time.

 

Semi-armor piercing shells have the features of two types of shells at once:

  • Semi-armor piercing shells can ricochet, but the angles of the ricochet are more comfortable than those of armor piercing shells (60-85°);
  • For semi-armor piercing shells, the 14.3-caliber rule will apply;
  • If the ricochet does not happen, the mechanics of semi-armor piercing shells is similar to high explosive ones;
  • Semi-armor piercing shells don't have over penetrations;
  • Can't cause a fire;
  • Damage and penetration is better than high explosive shells;
  • Semi-armor piercing shells deal only 10% of their damage to destroyers.

 

Semi-armor piercing shells are designed to deal stable high damage when armor piercing shells are not effective.

Fuel smokes are almost similar to a usual smoke generator, but a ship equipped with fuel smokes is able to be concealed at full speed. Therefore, Italian cruisers will be able to hide from enemy ships or aircraft, without sacrificing speed and the ability to maneuver. Fuel smokes last from 25 to 40 seconds and disperse in 10 seconds.

Italian cruisers are equipped with a small number of torpedoes with not the highest damage and speed, but with good range, low visibility and short reload time. 

 

We also want to comment on the situation with the names of Italian cruisers. It is indeed true that Italian heavy cruisers of 1920-1930 were named after the cities conquered in WWI. However, from what we see, Italians specifically chose the cities that had significant value – either strategic or ideologic. Most of such symbolic names were all used up for historic ships already – like Trento, Fiume, Zara, Pola, Gorizia and Bolzano. Since no further heavy cruisers were actually built after Bolzano, it’s difficult to state with certainty what names they would have received.

 

We did consider a couple of options for new ship names, and we decided to go on with the “signature” Italian cities for their significance and strong association with Italy, even if they do not follow the tradition above. Hence, we have Milano, Torino, Verona and Genova. We also reserved Venezia for future possible ships.

 

It's worth mentioning that Regia Marina did use such Italian city names before – if we look at armored cruisers of the 1910s and light cruisers of the 1920s - Pisa, Taranto, Bari, etc. So, this naming concept is not entirely made up or erroneous, it was used already.

 

We thank you for your contributions and discussion. 

 

Italian cruiser Eritrea, tier I

Hit points – 8100. Plating - 6 mm. semi-AP

Main battery - 2x2 120 mm. Firing range - 9.9 km. Maximum HE shell damage – 850. Chance to cause fire – 6%. Reload time - 4.5 s. 180 degree turn time - 22.5 s. Maximum dispersion - 90 m. HE initial velocity - 750 m/s. Sigma – 2.00.

Maximum speed - 20.0 kt. Turning circle radius - 310 m. Rudder shift time – 5.7 s. Surface detectability – 6.8 km. Air detectability – 7.1 km. Detectability after firing main guns in smoke  – 2.4 km.

Available consumables:

1 slot - Damage Control Party.

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Italian cruiser Nino Bixio, tier II

Hit points – 16600. Plating - 6 mm.

Main battery - 8x1 120 mm. Firing range - 11.4 km. Maximum semi-AP shell damage - 2850. Maximum AP shell damage - 2100. Reload time - 13 s. 180 degree turn time - 22.5 s. Maximum dispersion - 111 m. Semi-AP initial velocity - 840 m/s. AP initial velocity - 850 m/s. Sigma – 2.00.

Maximum speed - 26.8 kt. Turning circle radius - 480 m. Rudder shift time – 4.8 s. Surface detectability – 8.1 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke  – 2.9 km.

Available consumables:

1 slot - Damage Control Party.

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Italian cruiser Taranto, tier III

Hit points – 19600. Plating - 6 mm.

Main battery - 7x1 150 mm. Firing range - 10.6 km. Maximum Semi-AP shell damage - 3550. Maximum AP shell damage - 3700. Reload time - 13 s. 180 degree turn time - 25.7 s. Maximum dispersion - 106 m. Semi-AP initial velocity - 835 m/s. AP initial velocity - 835 m/s. Sigma – 2.00.

Torpedo tubes - 2x2 533 mm. Maximum damage - 9067. Range - 8.0 km. Speed - 51 kt. Reload time - 47 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km.

AA defense:

2x1 76.2 mm.

AA defense mid-range: number of explosions in a salvo - 1, damage within an explosion - 210, continuous damage per second - 18, hit probability - 74 %, action zone 1.0-3.0 km;

Maximum speed - 28.2 kt. Turning circle radius - 450 m. Rudder shift time – 5.7 s. Surface detectability – 9.4 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke  – 4.1 km.

Available consumables:

1 slot - Damage Control Party.

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Italian cruiser Alberto di Giussano, tier IV

Hit points – 24000. Plating - 10 mm.

Main battery - 4x2 152 mm. Firing range - 15.6 km. Maximum semi-AP shell damage - 3850. Maximum AP shell damage - 3000. Reload time - 15 s. 180 degree turn time - 25.7 s. Maximum dispersion - 140 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 850 m/s. Sigma – 2.00.

Torpedo tubes - 2x2 533 mm. Maximum damage - 9067. Range - 8.0 km. Speed - 51 kt. Reload time - 47 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km.

AA defense:

2x1 20.0 mm, 4x2 20.0 mm, 3x2 100.0 mm.

AA defense short-range: continuous damage per second - 88, hit probability - 72 %, action zone 0.1-1.5 km;

AA defense long-range: number of explosions in a salvo - 1, damage within an explosion - 350, continuous damage per second - 35, hit probability - 77 %, action zone 1.5-4.6 km;

Maximum speed - 36.5 kt. Turning circle radius - 580 m. Rudder shift time – 7.0 s. Surface detectability – 11.1 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke  – 5.1 km.

Available consumables:

1 slot - Damage Control Party.

2 slot - Fighter.

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Italian cruiser Raimondo Montecuccoli, tier V

Hit points – 26500. Plating - 13 mm.

Main battery - 4x2 152 mm. Firing range - 14.9 km. Maximum Semi-AP shell damage - 3850. Maximum AP shell damage - 3000. Reload time - 13 s. 180 degree turn time - 30 s. Maximum dispersion - 136 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 850 m/s. Sigma – 2.00.

Torpedo tubes - 2x2 533 mm. Maximum damage - 12667. Range - 10.0 km. Speed - 51 kt. Reload time - 47 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km.

AA defense:

10x1 20.0 mm, 3x2 100.0 mm, 4x2 37.0 mm.

AA defense short-range: continuous damage per second - 158, hit probability - 74 %, action zone 0.1-1.5 km;

AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 350, continuous damage per second - 88, hit probability - 79 %, action zone 1.5-3.5 km;

AA defense long-range: number of explosions in a salvo - 1, damage within an explosion - 490, continuous damage per second - 35, hit probability - 79 %, action zone 3.5-4.6 km;

Maximum speed - 37.0 kt. Turning circle radius - 610 m. Rudder shift time – 7.6 s. Surface detectability – 11.6 km. Air detectability – 6.6 km. Detectability after firing main guns in smoke  – 5.5 km.

Available consumables:

1 slot - Damage Control Party.

2 slot - Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).

3 slot - Fighter / Spotting Aircraft.

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Italian cruiser Trento, tier VI

Hit points – 34500. Plating - 16 mm.

Main battery - 4x2 203 mm. Firing range - 16.9 km. Maximum semi-AP shell damage - 4800. Maximum AP shell damage - 4700. Reload time - 15 s. 180 degree turn time - 25.7 s. Maximum dispersion - 150 m. Semi-AP initial velocity - 840 m/s. AP initial velocity - 840 m/s. Sigma – 2.00.

Torpedo tubes - 2x3 533 mm. Maximum damage - 12667. Range - 12.0 km. Speed - 51 kt. Reload time - 71 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km.

AA defense:

10x2 20.0 mm, 4x2 37.0 mm, 6x2 100.0 mm, 4x2 13.2 mm.

AA defense short-range: continuous damage per second - 193, hit probability - 77 %, action zone 0.1-1.5 km;

AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 490, continuous damage per second - 88, hit probability - 81 %, action zone 1.5-3.5 km;

AA defense long-range: number of explosions in a salvo - 2, damage within an explosion - 700, continuous damage per second - 53, hit probability - 81 %, action zone 3.5-4.6 km;

Maximum speed - 35.0 kt. Turning circle radius - 630 m. Rudder shift time – 9.5 s. Surface detectability – 14.5 km. Air detectability – 7.9 km. Detectability after firing main guns in smoke  – 8.7 km.

Available consumables:

1 slot - Damage Control Party.

2 slot - Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).

3 slot - Fighter / Spotting Aircraft.

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Italian cruiser Zara, tier VII

Hit points – 37100. Plating - 16 mm.

Main battery - 4x2 203 mm. Firing range - 15.8 km. Maximum semi-AP shell damage - 5050. Maximum AP shell damage - 4800. Reload time - 15 s. 180 degree turn time - 25.7 s. Maximum dispersion - 142 m. Semi-AP initial velocity - 900 m/s. AP initial velocity - 900 m/s. Sigma – 2.00.

Torpedo tubes - 2x3 533 mm. Maximum damage - 12667. Range - 12.0 km. Speed - 51 kt. Reload time - 71 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km.

AA defense:

10x1 20.0 mm, 4x2 20.0 mm, 6x2 37.0 mm, 6x2 100.0 mm.

AA defense short-range: continuous damage per second - 158, hit probability - 79 %, action zone 0.1-1.5 km;

AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 630, continuous damage per second - 140, hit probability - 83 %, action zone 1.5-3.5 km;

AA defense long-range: number of explosions in a salvo - 2, damage within an explosion - 840, continuous damage per second - 53, hit probability - 83 %, action zone 3.5-4.6 km;

Maximum speed - 32.0 kt. Turning circle radius - 580 m. Rudder shift time – 9.8 s. Surface detectability – 14.0 km. Air detectability – 7.5 km. Detectability after firing main guns in smoke  – 8.3 km.

Available consumables:

1 slot - Damage Control Party.

2 slot - Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).

3 slot - Fighter / Spotting Aircraft.

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Italian cruiser Verona, tier VIII

Hit points – 42800. Plating - 25 mm.

Main battery - 3x3 203 mm. Firing range - 15.3 km. Maximum semi-AP shell damage - 5200. Maximum AP shell damage - 4900. Reload time - 16 s. 180 degree turn time - 25.7 s. Maximum dispersion - 139 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 910 m/s. Sigma – 2.00.

Torpedo tubes - 2x4 533 mm. Maximum damage - 12667. Range - 12.0 km. Speed - 51 kt. Reload time - 95 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km.

AA defense:

6x1 65.0 mm, 12x6 20.0 mm, 12x1 90.0 mm.

AA defense short-range: continuous damage per second - 350, hit probability - 81 %, action zone 0.1-1.5 km;

AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 910, continuous damage per second - 140, hit probability - 85 %, action zone 1.5-3.7 km;

AA defense long-range: number of explosions in a salvo - 6, damage within an explosion - 1050, continuous damage per second - 140, hit probability - 85 %, action zone 3.7-4.6 km;

Maximum speed - 37.0 kt. Turning circle radius - 680 m. Rudder shift time – 11.0 s. Surface detectability – 14.4 km. Air detectability – 9.5 km. Detectability after firing main guns in smoke  – 8.7 km.

Available consumables:

1 slot - Damage Control Party.

2 slot - Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).

3 slot - Fighter / Spotting Aircraft.

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Italian cruiser Torino, tier IX

Hit points – 44800. Plating - 25 mm.

Main battery - 4x3 203 mm. Firing range - 16.7 km. Maximum semi-AP shell damage - 5200. Maximum AP shell damage - 4900. Reload time - 20 s. 180 degree turn time - 25.7 s. Maximum dispersion - 148 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 910 m/s. Sigma – 2.05.

Torpedo tubes - 2x4 533 mm. Maximum damage - 13900. Range - 13.5 km. Speed - 56 kt. Reload time - 95 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km.

AA defense:

8x1 65.0 mm, 16x2 37.0 mm, 12x1 90.0 mm.

AA defense mid-range: number of explosions in a salvo - 11, damage within an explosion - 980, continuous damage per second - 526, hit probability - 88 %, action zone 1.0-3.7 km;

AA defense long-range: number of explosions in a salvo - 6, damage within an explosion - 1260, continuous damage per second - 158, hit probability - 88 %, action zone 3.7-4.6 km;

Maximum speed - 36.7 kt. Turning circle radius - 730 m. Rudder shift time – 10.8 s. Surface detectability – 15.5 km. Air detectability – 10.2 km. Detectability after firing main guns in smoke  – 9.7 km.

Available consumables:

1 slot - Damage Control Party.

2 slot - Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).

3 slot - Fighter / Spotting Aircraft.

4 slot - Repair Party.

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Italian cruiser Milano, tier X

Hit points – 51800. Plating - 25 mm.

Main battery - 5x3 203 mm. Firing range - 17.1 km. Maximum semi-AP shell damage - 5200. Maximum AP shell damage - 4900. Reload time - 20 s. 180 degree turn time - 25.7 s. Maximum dispersion - 151 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 910 m/s. Sigma – 2.05.

Torpedo tubes - 2x3 533 mm. Maximum damage - 13900. Range - 13.5 km. Speed - 56 kt. Reload time - 71 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km.

AA defense:

8x2 65.0 mm, 10x4 37.0 mm, 12x2 90.0 mm.

AA defense mid-range: number of explosions in a salvo - 12, damage within an explosion - 1120, continuous damage per second - 665, hit probability - 90 %, action zone 1.0-3.7 km;

AA defense long-range: number of explosions in a salvo - 8, damage within an explosion - 1400, continuous damage per second - 228, hit probability - 90 %, action zone 3.7-4.6 km;

Maximum speed - 36.6 kt. Turning circle radius - 760 m. Rudder shift time – 11.6 s. Surface detectability – 15.7 km. Air detectability – 11.1 km. Detectability after firing main guns in smoke  – 9.9 km.

Available consumables:

1 slot - Damage Control Party.

2 slot - Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).

3 slot - Fighter / Spotting Aircraft.

4 slot - Repair Party.

10.thumb.jpg.9cefe7b70ef617fb88bb9384dc951922.jpg.3828ea80a80acecedd4fed2098dff4d2.jpg

 

Italian cruiser Genova, tier V

Hit points – 30100. Plating - 13 mm.

Main battery - 4x2 203 mm. Firing range - 13.1 km. Maximum semi-AP shell damage - 4800. Maximum AP shell damage - 4700. Reload time - 20 s. 180 degree turn time - 25.7 s. Maximum dispersion - 123 m. Semi-AP initial velocity - 840 m/s. AP initial velocity - 840 m/s. Sigma – 2.00.

Torpedo tubes - 4x2 533 mm. Maximum damage - 9067. Range - 8.0 km. Speed - 51 kt. Reload time - 47 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km.

AA defense:

12x1 102.0 mm, 4x1 76.2 mm.

AA defense mid-range: number of explosions in a salvo - 1, damage within an explosion - 420, continuous damage per second - 35, hit probability - 79 %, action zone 1.0-3.0 km;

AA defense long-range: number of explosions in a salvo - 1, damage within an explosion - 490, continuous damage per second - 53, hit probability - 79 %, action zone 3.0-4.0 km;

Maximum speed - 34.5 kt. Turning circle radius - 660 m. Rudder shift time – 8.6 s. Surface detectability – 11.8 km. Air detectability – 11.1 km. Detectability after firing main guns in smoke  – 6.6 km.

Available consumables:

1 slot - Damage Control Party.

2 slot - Fighter / Spotting Aircraft.

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

 

Italian tier X destroyer Paolo Emilio is at the initial stage of testing and added to the game to test the model of the ship. Therefore, her characteristics will be announced later.

 

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

 

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1st Code for ingame-mission from WG-stream:
IONLYCAME4CODES

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From the DevBlog:

 

Changes in the names of Italian cruisers

 

Dear players,

After additional discussion regarding our name choices for Tier VIII-X Italian cruisers, we decided to choose a different set of names.

 

Your main concern after our previous clarification was that Verona, Torino and Milano had no naval theme, and we address it thus:

 

- Verona will be renamed to Amalfi. Amalfi is an historical port town on the West coast of Italy, and there was an armored cruiser with such name in the beginning of 20th century.
- Torino will be renamed to Brindisi. It is an historical port town on the East coast of Italy, and this name also belonged to a 1920-30 light cruiser.
- Milano will be renamed to Venezia. Apart from the obvious maritime theme, it was also a 1920-30 light cruiser.

 

The names Pisa, Napoli and Palermo will be reserved for possible future ships. We also reserve the right to use Verona, Torino, Milano and any other names in the future, should we run out of reasonably significant maritime options.

 

Thank you, and arrivederci!

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PT, Research bureau

 

Since its announcement, the Naval Training Center has received many changes, including the change of its name to 'Research Bureau'.

 

Soon you will be able to try out the new mechanics on the public test server for update 0.8.7. Today, we would like to summarize all the details of the Research bureau.

 

The core of the system remains the same: players will be able to earn a new research points resource and spend it in a special section of the Armory. To do this, players will need to reset researched branches of ships and then research them again.

 

More about the Research bureau:

 

Each player, who has at least two tier X researchable ships in port, will be able to reset any researchable branch of the ships. In this case, the research of the branch will be canceled, and the ships sold with all modules.

 

Reset rules:

 

- You must have researched a tier X ship in the branch you want to reset, but you don't have to research all previous ships in the branch;
- The branch is completely reset to the tier I ship. For example, if you decide to drop a branch of Soviet destroyers starting with Grozovoy, it will be reset to Minsk and then to Storozhevoy and Novik. After that, if you want, you will be able to reset the another Soviet destroyers branch, starting from Khabarovsk on the same principle, but the bonuses will be received only be for Khabarovsk, Tashkent and Kiev.
- Modifications will be removed free of charge and moved to the inventory, commanders will be sent to the reserve and keep their specialization, all accumulated experience will be transferred to the first ship in the branch;
- You can reset an unlimited number of branches.

 

When you reset a branch, ships from the VI-X level will receive a special mark, which can be taken off by winning on this ship. Activating this mark will give you research points.

More about the research points:

 

- If for some reason there were "gaps" of unresearched ships in the branch, these ships will not receive a bonus for the victory. For example, if during the early access you got the Soviet tier VIII battleship Vladivostok, and later researched the branch of Soviet battleships to the Kremlin and reset it, then you will get bonuses only for the tier VIII-X ships;
- Bonus for the victory will be displayed in the port interface in the same way as other similar bonuses, for example, "stars" or "snowflakes";
- You can get research points once per branch reset on each ship by gaining the first victory;
- The number of research points that player can get depends on ship's tier. A player will be able to earn 10,000 Research Points for one branch reset:
-- 500 for the first victory on a tier VI ship;
-- 500 for the first victory on a tier VII ship;
-- 1500 for the first victory on a tier VIII ship;
-- 1500 for the first victory on a tier IX ship;
-- 6000 for the first victory on a tier X ship.

 

Player can get only 8000 research points for CV branch reset. This is due to the fact that approximately 20% less experience is required to research a CV branch.

 

In addition, each player with at least 2 tier X researchable ships in port will receive a one-time award of 10,000 research points for accessing the Research bureau system.

 

The research bureau system will be divided into seasons of 3 months each.

 

At the initial stage, the impact of the seasons on the Research bureau will be that the ships of the first branch reset in the season will receive a multiplier of double the amount of research points. This bonus will remain on the ships until the player gains his first victory on them.

 

This bonus will make it easier to accumulate research points for the most expensive awards. For example, to save for the Colbert (worth 57000 research points) the player will need 4 branch resets instead of 5 (Including a one-time award of 10,000 research points).

 

Rewards:

 

Research points can be exchanged at the Armory in the Research bureau section.

 

The Research bureau tab will be available to the player in the Armory only after receiving the first research points.

 

The Italian V-VII level Montecuccoli, Trento and Zara cruisers will be available on the public test server in the Research bureau. So, you can be one of the first to test the full-throttle smoke generator and semi-armor piercing shells mechanics. Details can be found on Thursday in the Developer Bulletin and news with details of the Public Test.

 

After the release of the 0.8.7 update, players will be able to exchange research points for the French tier X cruiser Colbert, and later it will be joined by the American tier X battleship Ohio. If you are not ready to save for a new ship, you will be able to profitably exchange the research points for combat signals and free XP bundles. One bundle of 250,000 free XP will cost 12500 research points.

 

Please note that the information in the Development Blog is preliminary and all mentioned numbers may change afterwards.

 

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Soviet battleship Poltava, tier VIII

This ship is an imagined improvement of the project 64 battleships, designed for the closed waters of the Black and Baltic seas. In reality, work on the initial project was scrapped. The main drawback of the project was the excessive displacement, almost reaching that of the bigger and more well-armed battleships of the project "A". We tried to lower the displacement, whilst keeping the armament and speed when designing Poltava. 

The main traits of the ship in game are good armor and low surface detectability, but the range of main caliber guns is quite short. 

eisill9v7ug31.jpg 

Hit points – 59100. Plating - 32 mm.

Main battery - 3x3 356 mm. Firing range - 16.2 km. Maximum HE shell damage – 5300. Chance to cause fire – 41%. HE initial velocity - 895 m/s. Maximum AP shell damage - 11250. AP initial velocity - 895 m/s. Reload time - 30.0 s. 180 degree turn time - 45.0 s. Maximum dispersion - 226 м. Sigma – 1.70.

Secondary Armament: 8x2 130.0 mm, range - 5.0 km. Maximum HE shell damage – 1900. Chance to cause fire – 8%. HE initial velocity - 900 m/s

AA defense: 6x1 12.7 mm, 8x2 130.0 mm, 8x4 37.0 mm.

Maximum speed - 29.0 kt. Turning circle radius - 1000 m. Rudder shift time – 14.8 s. Surface detectability – 13.9 km. Air detectability – 12.0 km. Detectability after firing main guns in smoke – 12.1 km.

Available consumables:
1 slot - Damage Control Party (Duration time 10 s; Reload time 60 (40) s; Charges 2 (3))
2 slot - Repair Party (Charges 2 (3))
3 slot - Fighter.

All stats are listed without crew and upgrade modifiers. The stats are subject to change during testing.

American cruiser Puerto Rico, tier X

f8bmulgn7ug31.jpg 

One of the most well armored cruisers in game, Puerto Rico (CA-2D project) is one of the concepts of the Alaska cruiser. The increased number of guns is compensated for by a longer reload and decreased accuracy compared to that of Alaska. 

 

Hit points – 71650. Plating - 27 mm.

Main battery - 4x3 305 mm. Firing range - 18.8 km. Maximum HE shell damage – 4300. Chance to cause fire – 27%. HE initial velocity - 808 m/s. Maximum AP shell damage - 8900. AP initial velocity - 762 m/s. Reload time - 22.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 206m. Sigma – 1.90.

Secondary Armament: 8x2 127.0 mm, range - 6.0 km. Maximum HE shell damage – 1800. Chance to cause fire – 9%. HE initial velocity - 808 m/s

AA defense: 26x1 20.0 mm, 8x2 127.0 mm, 16x4 40.0 mm.

Maximum speed - 33.5 kt. Turning circle radius - 910 m. Rudder shift time – 15.9 s. Surface detectability – 17.6 km. Air detectability – 11.86 km. Detectability after firing main guns in smoke – 14.27 km.

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

All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

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

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Copy-Paste from the Dev-Blog with changes to test ships, just in case:

 

British battleship Thunderer, tier X:

  • Main battery guns reload time lowered from 30 to 26 s;
  • Sigma lowered from 2.0 to 1.9;
  • Lowered the size of the dispersion ellipse.

 

Thunderer has a relatively weak armor scheme and not the best Repair party, her main strength is her guns. But testing showed that they were not efficient enough. 

 

American battleship Ohio, tier X:

  • Main battery guns reload time increased from 26 to 30 s;
  • Sigma increased from 1.9 to 2.0;
  • Increased the size of the dispersion ellipse;
  • Amount of hit points restored per second by Repair party is lowered from 0.66% to 0.5% of maximum hit points.

 

Thanks to effective secondaries and good guns, Ohio was too effective at all distances. The guns parameters were changed to keep the ship strong in close and medium range, but lowering the overall efficiency. Moreover, Repair party had too big of an impact on the overall survivability of the ship.

 

Italian researchable cruisers

  • Removed the damage limit of semi-armor-piercing for shells of caliber of 283 mm and lower against destroyers;
  • Improved ricochet angles of semi-armor-piercing shells from 60-85 to 80-85;
  • Changed the basic firing range of main caliber guns:
  • Taranto, tier III: increased from 9.6 to 10.34 km;
  • Alberto di Guissano, tier IV: lowered from 14.14 to 13.51 km;
  • Trento, tier VI: lowered from 15.37 to 14.65 km;
  • Zara, tier VII: increased from 14.32 to 14.65 km;
  • Amalfi, tier VIII: increased from 13.95 to 14.68 km;
  • Brindisi, tier IX: increased from 15.21 to 15.57 km.
  • Venezia, tier X: improved firing angles for the second turret by 19 degrees to both sides.

 

Semi-armor-piercing shells are an intermediate between AP and HE shells: AP deals good damage when hitting citadel, HE does stable but relatively low damage and can causes fires. SAP shells should deal good stable non-citadel damage, but due to the ricochet angles they were not effective. Also, due to the limit on damage against destroyers, this cruisers were weak against this class, so the limit was removed.

The changes to the firing range will build the progress logically from tier to tier. 

 

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

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Some small tidbits from the Gamescom stream:

 

Günther Lütjens coming as Legendary German commander. Skills are still under development.

The wallpaper also shows Franz von Hipper, but no mention of him as of yet.

 

T8 German cruiser Mainz (no twitch chat, not mines :Smile_trollface:) is coming

T8 German battleship Odin is also coming. Basically T8 Scharnhorst

 

Halloween skins for Yamato, Montana, Shimakase, Khaba, Alaska... maybe more I missed with the speed of it all

 

That's it for now. More info on subs is coming after the stage show when the Q&A resumes. I'll be back :Smile_honoring:

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Sub info:

Source is conversation between MrConway and Ev1n on Gamescom stream, with the occasional Q&A with Crysantos. Sorry for this not being a proper transcript, I'm just typing this along while I'm watching the stream.

I did try to include the most important informations/answers.

 

Submarines can proxi spot surface ships, surface ships cannot proxi spot subs.

 

Submerging mechanics are currently similar to the Halloween event: surfaced, periscope depth (torping possible) and dive (no torping possible). Surfaced, subs can be spotted, radared and hydro'd like normal, radar does not work on periscope depth subs.

Oxygen supply is also similar to the Halloween event. There MIGHT be a consumable to regain oxygen at periscope depth instead of complete surfacing.

 

Currently, subs cannot cap while fully submerged.

 

Deepwater torps do actually not run deeper in the water currently, so they will not hit submerged subs (as of now). Subs will eat torps when surfaced or at periscope depth. The same applies to all other ammunition types, but under water ballistics will be taken into account.

 

More info in torping with subs: spread is significantly reduced when on periscope depth vs surfaced. After launching torps, the sub gets two active sonar pings. It takes the form of a single 'soundwave' progressing through the water from the sub to the surface ship. The surface ship has two targets, one at the bow, one at the stern. The sub's torps will be enhanced if the player manages to 'hit' the targets with the sonar 'ping': with one hit, the torps become 'homing', where they steer towards the surface ship. This steering is not too strong, and can still relatively easily be evaded. The second 'ping' hit will make the torps 'magnetic' and are practically guarenteed to hit.

As a tradeoff, using active sonar like this will make the sub visible for the entire enemy team, no matter where they are and what distance from the sub.

 

So for hunting subs:

After using active sonar (unclear as of now if this also applies when the sub is normally spotted), there will be a circle around the last known position of the sub. The circle will have a timer, and will disappear when it hits 0. If a surface ship enters the circle before that, a new circle will pop up, and again and again, leading the surface ship to the actual position of the sub. Then the circle will start getting smaller and smaller, and the surface ship (as of now only DDs) will automatically drop depth charges as long as the surface ship remains in the circle.

 

That seems to be the most important info for now. I will edit if more important stuff gets shown/talked about.

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From yesterdays reddit Q&A with Sub_Octavian

Answers to follow up questions to provide more detail to the inital question/answer are seperated by [...]

Some questions and answers were duplicates, with Sub_Octavian just linking to the first reply of him, so I cut them from the list.

 

 

Q: Is there any news for the Gearing model getting updated?

Updating old model is a good thing, but we cannot allocate as much manpower to it, as we do for new ships.

Gearing is queued. We will get there, but I don't think it will be 2019. Right now the guys are working on Clemson and Mahan, though :-)

 

Q: is there an ETA for the gun bloom change?

It's a valid question, because this feature has effectively become our debt to the community, and I am sorry for that.

It is 95% integrated into 0.8.9. I don't honestly know what should happen for it to fail, so let's just hope this something won't happen. I am personally sure it will be released, and I've been syncing on its progress weekly but, you know, until it hits live you can never be 100% sure.

Cheers.

 

Q: What is the status of legendary mods? In past Q and As you've mentioned that you are unsure how you want to proceed with them, has there been any developments?

They are on hold. I have a gut feeling that we will continue to work on them, but a bit later, when we sort out more urgent stuff.

 

Q: With the recent tree releases it became a habit to also offer a bunch of ships in early access. This was done most of the time by the roll of a dice from containers, with premium containers having a higher chance than regular containers. Given that some people had more luck during event A while others had more luck during event B: Was the chance of dropping an early access ship from a regular/premium container the same over all events or did the chance get changed from one event to the next?

First of all, I want to clarify that the drop chance of Early Access ship is not counted in the container value. We calculate it usually based on all other loot drop rates, but EA ships were always a bonus.

As for the rates - they are different in each event. Not by an order, of course, but they do fluctuate a bit depending on other event parameters.

 

Q: Do drop rates in general fluctuate based on how many crates you've bought/opened (with or without reward), and how much you are expected to spend if you [do/don't] get a reward in the next X crates?

No, they are fully rough random. There is compensation/ship reroll mechanics (like when you roll the same ship twice), but in terms of %rates they are just hard coded into a container config.

 

Q: Is there a chance for another premium available for free XP at another tier than T9 (like Nelson) ?

Well, I don't disclose new ships on QnA, but there are no mid-low tier free XP ships in the plan for 2019.

 

Q: Regarding the defensive AA consumable. There is no point to it going for 30 seconds now, the work of the consumable is usually done in about 10 seconds. Is there a plan to change this consumable's duration and it's cooldown period, and on the back of that change the way the AA special module (which is now completely redundant) interacts with the AA consumable?

For instance, a proposed change: a regular Defensive AA consumable comes with a 10 second action time, and a 30 second cooldown. So a CV cannot just repeatedly harass the one target, and that ship can support his team without "wasting" his consumable charge on himself.

The special AA module can either increase the effectiveness, or give a percentage reduction in cooldown of the defensive AA consumable. This would make it somewhat worthwhile to mount.

I passed this suggestion to our game designers. I think you're making a valid point here, but it needs to be discussed. Thank you!

 

Q: Should the in game economy on higher tiers be made harsher to keep players more tied to the mid tiers?

If we made the economy on higher tiers harsher, it would actually resolve many problems, both in game economy AND matchmaking. But we're not doing this, because we see that most of the active players really like that they can play on their preferred high tier without the need to go down for framing. We don't want to take it away. And please remember that Research Bureau is not just about populating lower tiers. The main point is about meaningful long term goals for the players who have basically everything. We will see how it goes, but at this point I can't imagine us nerfing high tier economy, despite of all benefits it may bring.

 

Q: Any word on the availability of legendary captains outside of their respective grind events? Also as a semi related question, are there plans to add any more campaigns?

Kuznetsov: somewhere around 0.8.9, coal.

Auboyneau: to be determined (but we WILL make him available outside of the event, too, of course, it's just the question of when and how exactly).

Campaigns: I honestly don't know. They are cool. They look cool. But they don't really work as I would hope (even those that had a lot of positive feedback). We will need to sit down and decide what to do with them, whether we need more or not, etc.

 

Q: Considering how a lot of salt is emerging from wherever Smolensk goes right now, and the statement from the PSA about Premium Ships in which it was said that WG would "abandon the initiative to individually re-balance premium ships, which were purchased in or directly marketed through our Premium store", I'd like to ask if ships like Smolensk (or Missouri, Musashi, Kronshtadt, etc.) also fall under that statement, or if them being sold via in-game currencies makes them potentially nerfable.

In this "nerf immunity" perspective, Smolensk is not a premium, and I don't see why or how she should be immune to tweaks. Unless it becomes available for real money. But I am pretty sure that long before it happens (if it happens) we will be able to make the necessary changes (if necessary).

I understand the concerns about this ship. And her being Russian does not help here, either, I am not going to ignore the fact that some people are biased because of that.

But from purely gameplay perspective, she is a viable archetype, which is not to be demonized. She's not a Belfast as she does not have that huge set of utilities for any situation. She's punisheable. Her amazing theoretical DPM is countered by her low caliber. Maybe she will require tweaks, maybe not, but we did our best to balance her on WIP stage, as always.

As you probably know, all new high tier ships, both reward and researchable have skewed stats first, because the players who get them first tend to be better at game. Smolensk day 1-3 stats were not stellar, when I checked. But sure, it can change, and there is also "how is she to play against" aspect. Give us 1-2 months of proper observation and, and give meta 1-2 months to settle with this ship, and we will be able to continue this conversation in a meaningful way, IMO.

 

Q: Also what was the thought behind releasing Smolensk after one test iteration? Very few testers thought it was ready for release; most, myself included, was expecting at least another iteration of test.

Two iterations. We nerfed her range from 15,6 to 13,8 km in WIP status.

Anyways, here is the thing with Smolensk: it may be annoying in some scenarios (on the same level as "Yamato overmatches my bow" or "Minotaur is eating my superstructure from smokes"), but there is no indication she is OP.

Let's set the term right. A ship is OP if it allows a player of the same skill to reach better results, compared to other ships in the group. I will use a simple and rough example: let's look at WR, and take 3 players:

Player A has 40% of avg.WR;

Player B has 50% of avg WR;

Player C has 60% of avg WR;

Let's compare their normal WR with WR on Smolensk and try to define her OPness:

A: 40% WR / B:50% WR / C: 60% WR - perfectly balanced, it just reflects player normal capabilities;

A: 50% WR / B: 60% WR / C: 70% WR - OP, it just boosts the performance of any player;

A: 30% WR / B: 40% WR / C: 50% WR - underwhelming, it lowers the performance of any player;

A: 45% WR / B:50% WR / C: 55% WR - skewed to less skilled players (good for them), but good players cannot really benefit from her;

A: 30% WR / B: 50% WR / C: 70% WR - heavily skewed to more skilled players (but newbies will have hard time playing her);

Well you get the idea.

Now, the actual facts.

Smolensk 1st iteration stats of testing group (CC, CST, ST, devs). Breakdown of WR. https://i.gyazo.com/d20f263669b32d3a47a4136980147d8c.png

Breakdown of relative damage. https://i.gyazo.com/d91e803fe5bbdf1eb521233805f78c95.png

As you can see she actually was on the lower end of T10 cruisers during testing. In no player percentile she got to be overperforming.

Right now, her release avg WR is 52% which is absolutely normal for any high tier ship we release, until the general audience gets her.

Nothing indicates she is broken. She's new and hyped, and she may be overly represented because of that. IMO we need to see her performance in 1, 2 months, see how players learned to counter her, and then make a call whether anything needs to be changed in terms of her actual performance or "feels to play on/against".

Cheers!

 

Q: I had a question about the Pan-European Tech Tree: If a nation is put under the Pan-European umbrella, does that mean that the possibility of a full tech tree (or as full as it can be) is out of the question for that nation? Or is a transition from Pan-European to Full Tech Tree possible?

I ask with nations like Spain in mind (for example).

Thank you for your time and answers!

Oh boy,

After Submarines Saga I try not to use "out of question" at all :-) For now - yes, it makes sense if we look at released and planned content. In the future...who knows what might happen in 1,2 and more years.

Thanks, and you are always welcome!

 

Q: Any word on when other PvE Operations will return? Such as Ultimate Frontier, Hermes, Dynamo, and Cherry Blossom?

PvE Operations works are back logged for now, because we're concentrating our efforts on PvP modes development this year. I am sorry if it disappointed you, but in some aspect of the game, we cannot spread our resources too thin.

 

Q: Any news on the proposed IFHE change?

Still deeply WIP. Definitely not 0.8.8 and not 0.8.9 - this is all I know so far.

[...]

When we select/establish the final design, we will share the news, absolutely. Until then, it's a theorycrafring mostly, which is interesting for sure, but I cannot really contribute here.

 

Q: Would it be possible to give player the ability to chose where the secondaries aim (for example: "Main belt" / "Superstructure") in a manner similar to how we chose the torpedo spread pattern? Right now the secondaries aim exclusively at the centermost point of the ship at the waterline AFAIK:

Well, this is not necessarily bad - as it works well against DD and also not really changing anything on long ranges. Although, of course, I do see some room for improvement of secondaries.

Changing this node on hundreds of ships in the game, not even mentioning the mechanics of choosing the aiming point looks like very low return of investment though. I am not 100% sure, but we may address secondaries in very distant future, maybe even globally to leverage on this gameplay. However, right now, we have CV follow ups, we have huge submarines odyssey to begin soon, so realistically, I don't see any significant changes coming this year or even early 2020. Maybe some minor tweaks, but no promises. Sorry :-)

 

Q: How will cvs interact with submarines?

Well, from current prototype, looks like they can provide very decent spotting because of their reach, and they also can do some damage (although it won't be easy). Next? Who knows. I want to know myself, but we're not at the stage to fully answer this question yet.

 

Q: Will we have the option to trade in premium ships we don't play for coal or steel? This would motivate the developer team to keep older premiums balanced and relevant, but give us the option to get some use out of ships that have been powercrept, or that we get in a crate that we don't want.

For now the answer is no.

We do have this motivation anyways: all these older premiums are perfectly available in the Armory now.

We do keep an eye of any ship, no matter how old is she. But what you have to understand, is that "it's still okay, maybe not the best" is not the reason to buff anything. "It's struggling to perform" is. In every ship group there will always be some deviations, but if they are not too wide, it's fine. We have very diverse ships. They cannot perform and play 100% same.

 

Q: Any updates on old test ships like Yahagi, Leone, Viribus Unitus, and Indomitable? Several ships were announced and released after they were tested, so I'm wondering what happened to them.

I definitely don't want to sound like an anchorhole, but for WIP updates, it's either DevBlog, or CC, or Portal news. I do not announce any ship releases in QnA. For now, they are on hold, but some of them will start appearing soon!

 

Q: What current ideas does Wargamming have for Gunter Lutjens? Been looking forward to a german commander like this since Yamamotos release, so as you can imagine I'm quite excited!

+1 meter of secondary range for every main caliber shell missed? Okay, honestly, I truly don't know. I'm with you here, and I really hope this dude will have good synergy with my KM BB. But....even if I wanted to leak the design, it's not ready yet. Watch our devblog for news on him!

 

Q: I would like to know if Tier 5/7/9 CVs are in the works? I actually think WG should just make premium CVs odd tiers so that they can be blatantly better than the tech tree CVs but not as powerful as the T10s.

No, they are not.

[...]

Yet :-)

[...]

Because we prioritized other content for now.

 

Q: One thing I've been wondering is, what is the criteria for choosing upcoming premium ships? It seems that we are now swimming in tier 9/10 coal/steel/free XP premiums for USA and USSR for example, but we are now only just getting the 1st for Germany and there is still none for UK. Why the imbalance of national variety in this case?

Huge amount of factors and their combinations, tbh. Including, but not limited to community demand, reference and blueprints availability, our production progress.

Sometimes it may seem in favor of a particular class or game nation, but mostly it's either a coincidence, or combination of the above.

For example, we've been really eager to release a high tier German reward ship for long time, but we had a few set backs. Not we finally preparing Siegfried, and a few more German ships are on the way. It's usually not like "hey, let's do only USSR vs US this year". And it's not viable, also. Players love diversity, and in this particular example, we all know that players do love German ships :-)

 

Q: T5 IJN DD Mutsuki. The B hull has INTERESTING characteristics when it comes to AA. In particular, the AA range goes up to 5.2 km if memory serves, which is somewhat out of line with the other ships in this line. Is this intended?

Well it, does have dual purpose guns, so yeah, it is intended, even if the next ship in line does not have it.

[...]

Well the guns give that range. It's the same with Yubari and her single 120mm gun. It is kinda gimmicky, but on the other hand it is kinda historical - while upgrade from, say, 16 to 20 heavy AA guns was not that important and some AA heavy ships even reduced the amount of DP guns (Atlantas)... Going from 0 to 1 or 2 was VERY important (hence the Yubari refit, or IJN old DD refit, or Brits landing a main battery mount from Tribals to mount a puny 4" twin instead). IIRC British experience with cargo ships in the Med was something like 50% probability an isolated ship will be hit in enemy raid if it had no heavy / Medium AA vs. 15% or so in case it had even just one gun.

This is hard to translate into game, but the "peak damage" from Priority sector at longer range may in some cases make the enemy stop for a moment... Etc.

 

Q: Datamined information about Italian SAP shells reveal some parameters such as 0.03s fuse times and a 25mm fuse arming threshold. Although the official devblog post claims that overpenetrations with these shells are impossible and what little gameplay I have witnessed supports that, the parameters contradict this. Can you explain how the "CS" shells parameters affects their performance?

That's the point about datamined information, you know. HE shells have fuse parameters as well - does not mean they are used in the actual game. SAP cannot overpen :-)

 

Q: Are there plans to disclose the drop chances of premium and early access ships within containers, in order to avoid some of the harsher controversies surrounding lootboxes?

We will follow the industry regulations and comply when we're supposed to. Other than that, we may reduce the amount of this type of content to have better balance in what and how we can offer, and that's it. For us, that's a part (not the biggest in any way) of monetization, and a certain delivery method. It IS based on uncertainty. Please don't use it if you don't like it - it's a valid choice.

 

Q: Do you have plans to substantially change the format of Ranked Battles? The format has remained basically unchanged for the last 3 or more years, the biggest change was arms race (once). The forum guys keep collecting feedback after feedback, I see the same points raised again and again and yet, in the end, nothing noticable changes.

Because this format works very well, and has it's stable audience. I don't think we can afford quick dramatic changes to something that works really well. Especially, when we talk about "changes", which may not be necessarily "improvements" for all players.

However! Now we have Ranked Sprints, which are very nice place for experiments. We have some rather bold ideas in WIP, and I think we will start trying them in Sprints. Then, some of them can be proven that good as to make it to the "main" Ranked mode.

 

Q: I have a question regarding the "AA Guns Modification 1". Basically, with the last update some ships lost their ability to spawn flak clouds as they only have midrange AA. This makes the AA-mod useless for some ships (not just DDs) now, even though they can still equip it/have it equipped since before the patch. Are you aware of this issue and are there any plans to address this? Like making ships without longrange AA unable to use the module and remove it for free from affected ships. Or change the module so it has an effect on all ships again.

It's an oversight from our part. Yes, we will fix it (probably the first way - to make it unavailable for certain ships), and also credit the compensation to the affected players (calculated as 1/2 of upgrade cost for each instance). That's the plan, and I hope we will make it happen until end of that week. I apologize for the inconvenience.

 

Q: What is the goal with the ongoing push to make the game/meta more long ranged? Supecruisers (Alaska, Stalingrad etc), carriers, Concealement expert nerf and the recent addition of Colbert and Smolensk, to name a few, will inevitably push players to fight from further away.

There is no such push. Sorry, but I've been working with the community since Alpha test, and I can confirm that ANY change has some portion of "you push players to long ranges" feedback regardless of what we do! It can kill me, so I will snipe, right? I even suggested to put a banner into our GD room "Proudly incentivising passive play since 2015".

You know what? I personally don't like to snipe, and I push. And I have fun. Please take appropriate ship and do the same. It is worth it even if you don't become super unicum as a result :-)

 

Q: What are your thoughts on Kremlins performance? I personally feel that its Sigma is too high and that it should be at a level closer to Soyuz, Alsace or Lyon.

It's on the border of "a bit too much" and "a bit early to tell". I think there will be a little more observation, and then tweaking if needed. She's not game breaking, and she has clear weaknesses, but yeah, maybe a bit overtuned. Getting her to release was a tough challenge, we actually used it as a case study at CC Summit this year.

 

Q: I was inactive when Missouri and Musashi were added and then removed. Will we ever see them obtainable again?

I don't see them present anywhere but "lucky dropes" so far. IMO it does not make sense to hunt for them at the moment.

 

Q: There's been a lot of talk in the community about burnout due to the sheer number of events going on and the pace at which they are taking place. What is Wargaming's official reaction to this?

It's a rather important internal topic atm, it's complicated and honestly, it's partly...philosophical. Like,

  1. Do we force players to participate in all events we offer, by just offering them, even if they are fully optional?
  2. How do we treat burnout complaints and evaluate them against player's activity?
  3. How do we address this sentiment, while remembering about overall competition and trends in the industry, etc, etc.

And many other questions.

I don't think we need "Official Wargaming position on that". I just can tell you this: participate in the events you like. Skip those you don't like. The point of the game is have fun - while fighting, while grinding for new content, etc. Don't force yourself, it's a hobby, not work. If you have time, let us know what you like and why, and what you don't like and why. And we will try to take it into account and adapt to it if possible, BUT with the whole picture in mind. That's the best influence you can give, and it counts.

 

Q: What lines can we expect next? By lines, I mean nations. It would be fun to guess what WG has planned next

Soviet Aircraft Carriers.

Belorussian Combat Shrimps.

Vatican Nuclear Submarines.

Have fun!

P.S. Sorry, but I do not make such announcements on Q&A sessions.

 

Q: Was it intentional that, with the recent AA changes, Saipan was to have zero flak from her AA suites?

Yes, as flak is present in long range AA only now, while Saipan and some other ships have a lot of 20mm and 40mm guns, but lack these high caliber long range AA. This situation may not be final, we will evaluate the effect of 0.8.7 and decide if we need to give some flak capabilities to such ships, but it will be a bit later.

 

Q: Can you majorly buff the German BBs like you did with the USN BB heals and the IJN torpedoboat alpha? They don't have any special consumables like the Massachusetts heal or the Kremlin damcon, and their survivability suffers because of the lack of fire prevention in their build. Also, their main guns are frustratingly inconsistent until Kurfurst. Maybe a more consistent dispersion formula, or higher sigma? I don't really feel like the Russian battleship powercreep was intentional.

We will definitely NOT buff German BB "majorly", because they don't need it. Yes, I mean it - they do not need big buffs, please hate me for saying this if you want, but that's the fact:-) And that's coming from a person who LOVES German BB.

They are performing well, they are popular, and the fact that some people claim they are "not viable" or "power crept", unfortunately do not justify major buffs (which will simply result in overtuning them).

That said, we will look into how can we do something QoL-like for them as a response to community feedback, but please don't expect anything beyond that. In their current state, they are fine.

 

Q: Why were the releases of kleber and mogador delayed 2 patches instead of 1? Should we expect this system of releasing to be the norm in the future for italians too?

To spread the content (a lot of it) thinner instead of releasing everything at once and both wasting a lot of potential and overloading the players with new stuff to explore. We will see, as we did not finish analyzing this approach yet, obviously, but so far looks like we may use it more.

 

Q: Submarines (you know we have to) What is the reasoning behind making them even tier only, same as CVs (for now)?

Hello,

  1. Easier MM.
  2. Meaningful progression (so each tier up makes more difference and sense).

 

Q:  One thing that was noticed in the French Destroyers 2 update was the following statement:

All ships available in the Research Bureau, if necessary, will be subject to individual balance changes, as applies to researchable ships in the Tech Tree.

This is the first time (at least that I know of) where there's been an outright policy on "Premium" ships being able to be rebalanced individually. So a few related questions:

  • Can you please comment a bit more on the reasoning behind this change specifically for ships in the Research Bureau?
  • Does this statement reinforce excluding Premium and "Freemium" ships from individual balance changes, as has been the case in the past? Or is there still the possibility of this happening, like was was attempted with Giulio Cesare?
  • Why is this statement not listed anywhere in the Armory to let players purchasing the ship know it is subject to change?

It's the confusion of the terms. Back then we announced not to individually nerf prem ships that are/were available for real money directly. Prem ships for coal are not, in this sense, premium. In fact, I asked the team to add this disclaimer to the article just to be on the safe side (Bureau is new, so I thought it might be good to underline). But nothing in the game or in our prior actions tells you that they should not be subject to change. I don't see the point in such diclarimer in UI, as well as the same disclaimer for researchable ships. This is not even a "change".

 

Q: How do you justify gating content like the French legendary captain behind not only a massive and time gated grind, but also behind getting into the best X percent of the Hall of Fame?
This actively excludes players from getting him and only widens gaps between more casual or newer players and hardcore players, as the first groups won't have a chance to get the captain for free. Massive and time gated grinds are hard enough, but before the current event you could reliably plan on what you have to do to get the achievement. Now it's competing with other players and only a part will be able to grind the whole thing.
I can imagine that this is the next step to motivate people into buying lootboxes, but isn't this slowly pacing into Pay to Win territory, something WG stated they never wanted to do as their game is Pay to Progress (and something that caused the whole NTC topic to blow up as it did).

Thank you for your question.

French captain, as well as Kuznetsov will be available in non-time-gated way a few months after the respective event - this is our plan, and we don't want to limit the audience that can receive them by one update, of course. Kuznetsov will become available for coal somewhere around 0.8.9. However, within the event they are indeed needed to incentivise high game activity (not just sales, our first KPI is game activity, and usually if we get it right, finance results follow without any issues) and event participation as "temporarily exclusive".

As for the advantage and gaps..well. I would argue, that:

  1. Yamamoto and Halsey with much more rare, but much more epic bonuses are available in the campaigns;
  2. Regular improved commanders with improved skills (the most consistent btw) are available in the Armory;
  3. In terms of new player experience, tbh, I am not sure that compared to stock/top ship, consumables, signal flags and upgrades, these RU/FR commanders make any significant impact.

But I appreciate your concern nevertheless, and we will pay attention to it.

 

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[PARAZ]
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Official statement on the removal of the Enterprise from the premium shop.

Quote

Unfortunately Enterprise was removed from the premium shop because we detected fluctuations in her combat efficiency after update 0.8.7. We need to investigate it and only then will we decide if the sales will be resumed.

 

We apologize for the inconvenience.

 

Source:

https://forum.worldofwarships.eu/topic/123209-dry-dock-enterprise/?tab=comments#comment-3153625

 

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ST, change to Ohio

American battleship Ohio, tier X:

- Reload time of main caliber guns lowered from 30 to 27.5 s.

The increased reload time and changes done to the accuracy of the main caliber guns, majorly affected the overall damage caused by the battleship.

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

 

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German cruiser Mainz, tier VIII

In game, Mainz will have good range and firing speed and relatively good survivability for a ship armed with 150 mm guns, familiar to players of Nürnberg and Königsberg. She'll also have a decent torpedo armament.

 

Post image

Hit points – 42500. Plating - 27 mm.

Main battery - 4x3 150 mm. Firing range - 17.5 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. HE initial velocity - 960 m/s. Maximum AP shell damage - 3900. AP initial velocity - 960 m/s. Reload time - 7.5 s. 180 degree turn time - 30.0 s. Maximum dispersion - 154 м. Sigma – 2.00.

Torpedo tubes - 4x4 533 mm. Maximum damage - 13700. Range - 6.0 km. Speed - 64 kt. Reload time - 90 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.

AA defense: 18x2 37.0 mm. 12x4 20.0 mm. 12x2 105.0 mm.
AA defense short-range: continuous damage per second - 147, hit probability - 85 %, action zone 0.1-2.0 km;

AA defense mid-range: continuous damage per second - 319, hit probability - 90 %, action zone 0.1-3.5 km;

AA defense long-range: continuous damage per second - 119, hit probability - 90 %, action zone 0.1-5.2 km;

Number of explosions in a salvo - 6; explosions damage - 1400.

Maximum speed - 32.0 kt. Turning circle radius - 720 m. Rudder shift time – 10.5 s. Surface detectability – 15.3 km. Air detectability – 7.5 km. Detectability after firing main guns in smoke – 8.4 km.

Available consumables:

1 slot - Damage Control Party;
2 slot - Hydroacoustic Search;
2 slot - Defensive AA fire;
3 slot - Fighter.

Italian cruiser Gorizia, tier VII

Gorizia was one of the Zara cruisers built in 1930. The main feature of this ship will be the presence of hydroacoustic search consumable. Therefore, unlike other Italian cruisers, Gorizia can actively use the exhaust steam smoke generator not only for protection, but also for attack. However, the availability of hydroacoustic search is compensated by that this ship has no torpedo armament.

 

Post image

Hit points – 37100. Plating - 16 mm.

Main battery - 4x2 203 mm. Firing range - 15.6 km. Maximum AP shell damage - 4800. AP initial velocity - 900 m/s. Maximum SAP shell damage - 5050. SAP initial velocity - 900 m/s. Reload time - 16.5 s. 180 degree turn time - 25.7 s. Maximum dispersion - 140 м. Sigma – 2.00.

AA defense: 4x1 40.0 mm. 16x2 100.0 mm. 4x2 13.2 mm.

AA defense short-range: continuous damage per second - 46, hit probability - 85 %, action zone 0.1-1.5 km;

AA defense mid-range: continuous damage per second - 53, hit probability - 90 %, action zone 0.1-2.5 km;

AA defense long-range: continuous damage per second - 88, hit probability - 90 %, action zone 0.1-4.6 km;

Number of explosions in a salvo - 3; explosions damage - 1120.

Maximum speed - 33.0 kt. Turning circle radius - 580 m. Rudder shift time – 9.8 s. Surface detectability – 14.0 km. Air detectability – 7.0 km. Detectability after firing main guns in smoke – 8.3 km.

Available consumables:

1 slot - Damage Control Party;
2 slot - Exhaust smoke generator;
3 slot - Spotting Aircraft;
4 slot - Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 180 (120)s; Charges 2 (3) ).

All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

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

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