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Not sure if the comments about Tone were meant that she'd be a T6 premium?

 

 

Q. What's going on with Tone?

A. We have postponed it for now, we may move it from tier 8 to tier 6, we may also add it to the CV subclass.

 

 

If they add it to a CV subclass then that means it won't be a premium. Still, I don't know why they said a CV class, she's a cruiser with scout capabilities. In fact, I wish they implement scout planes for IJN cruisers to scout DDs as opposed to Radar for the USN, and Tone would be the best cruiser for that.

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Regarding radar I wonder how much of a drawback that will mean for the German cruisers who, as far as we can speculate, will not have access to radar.

 

Regarding Tone, I wonder how practical she'll be in her dual role. A ship that can shoot at someone might easily be shot at as well and with the amount of HE going on a "regular" squadron of planes might find it hard to take off or land on her.

 

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Regarding radar I wonder how much of a drawback that will mean for the German cruisers who, as far as we can speculate, will not have access to radar.

 

Regarding Tone, I wonder how practical she'll be in her dual role. A ship that can shoot at someone might easily be shot at as well and with the amount of HE going on a "regular" squadron of planes might find it hard to take off or land on her.

 

 

Sonar is getting buffed for all ships next patch as well, both in detection range and duration. The higher the tier, the bigger the buff. 

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Sonar is getting buffed for all ships next patch as well, both in detection range and duration. The higher the tier, the bigger the buff. 

 

Missed that somehow. Can you please point to where that was said/shown/whatever?

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[TOXIC]
Alpha Tester
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Missed that somehow. Can you please point to where that was said/shown/whatever?

 

It's in the (leaked?) data from the 0.5.4 test version. I'm using gamemodels3d as a source, but it might be other ways to find the values. Here's a table of the proposed values:

post-500714687-0-27506300-1456913650.png

 

I could have done it simpler without the names, but I only realised after I had finished with the IJN that the majority had identical values. Oh well. Hope the image shows as the forum appears to be somewhat slow at the moment.

Hydro.PNG

Hydro.PNG

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huh, completely missed that before. Nice! Thanks! That should keep up the balance, although IJN is kinda getting the short end of the stick there, having neither (then again, they are pretty good alrounder boats already so shouldn't hurt them too badly...)

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Considering they haven't telegraphed any Aoba nerf atm (like they are with the Myoko range nerf) and are still considering slotting Tone in T6. Could that be an indication of them wanting to keep the current RoF? As mentioned before,  Tone atm has 4 rpm per gun giving a total of 32 RPM married to a weird (possibly unoptimal) turret arrangement with Aoba's 33 rpm.

 

Considering all the possible paper designs to replace Cleveland, you would still have 32ish RPM ships (7 or 8 gun Scout Cruiser). The York class would also have a fairly high RoF also w/o breaking historical parameters. 

 

 

 

Aoba would only get nerfed after Cleveland is moved to tier 8, and the equivalent 6 or 7 gun Pensacola Preliminary arrives on the scene, so I can't say much about them wanting to nerf Aoba until then. WG do try to stick to a fairly realistic RoF though , except in cases like Omaha/Phoenix, Aoba, etc.

32RPM is what I expect the tier 7 cruisers like the Counties and Suffren having. York (and Exeter) can have 4 RPM, 5 at a push.

 

With Tone, I really can't see her working at tier 6, it would mean absolutely no chance of any aviation abilities, which Tone can be very effective for, and presumably the reason why they did not release her at tier 7 when the stats first came out. Tier 8 still remains most likely to me.

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Privateer
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Another day, another Q&A. Source

 

Q. WoWs is a historical game with realistic ship models faithfully created by a professional team. Programmers spend a lot of time and effort creating each ship. Players spend a good deal of their time farming silvers and xp in order to buy the next ship in line.

My question is the following: why can't we examine our ships more closely in port, the zoom feature is kinda wonky and we can't really see every detail on the ship. It wouldn't be so hard to fix this. Would you consider doing this?

A. Our ships are created with love and particular attention to details. On the other hand, due to scale, we can't create HD models of every 7.62mm gun since it'd affect performance. Our current "tour" mode - when you click in port on modules on the right side - is, in our opinion, enough to look at ship models. We don't think it'd make sense to allow a greater zoom. In brief, we don't plan to change the zooming system in port in the foreseeable future (except for the armor x-ray).

 

Q. In another Q&A you said: "Firing from smoke is an intrinsic tactic for DD's. We don't see anything wrong with it but would like to offer a counter solution to it (radars)."

Here's my question: Do you plan to add radars to every ship? I like to play with IJN cruisers. So I'd like to know: will they be equipped with radars or will they still be helpless against invis-fire from smoke (since "IJN hadn't any radars" or something like that)?

A. We only plan to add radars to US and VMF cruisers, and only at high tiers. It's not so much "they hadn't radars" as we think about what the game needs. IJN cruisers have good torpedoes and good HE shells. There's no need to strengthen and diversify this ship class tactics for now.

 

Q. If a ship AA rating exceeds 100 with the proper modules and perks, does its efficiency still increase or is it capped?

A. It will still increase. Ratings are only here to show the global efficiency of a ship in one field or another. If you want to see the actual values, you need to look at detailed info.

 

------

[The following question is a follow up to the question about Aurora and Nikolai missing any significant AA defens]

Q. Does that mean that you're happy with the fact that any CV that turns its attention to these ships can inflict damage for free? I'm not even speaking about Arkansas, which hasn't any AA whatsoever. Is is normal to be "food" for CV's?

A. My previous answer would be weird if most of tier 3-4 ships weren't "food" for CV's. By the way, Aurora and Nikolai are performing really well damage, win rate, and ships destroyed per battle wise. Moreover, most of the damage they receive comes not from bombs and torpedoes but AP shells. 

Weak AA is also a feature of nearly all low tier ships. Among tier 4 BB's, Wyoming is more or less the only one that does well in this regard. Regarding tier 3 cruisers, it's Aurora but the difference is so small it doesn't really matter.

From a game balance standpoint, there's certainly some aspects that need attention, but it's definitely not our heroes (Aurora, Nikolai). To be honest, both ships are efficient, if not to say "overpowered". They fare very well.

 

Q. Do you plan to buff Yorck? In my opinion, the ship needs a buff to her AP damage so she'll be a logical follow-up to Nurnberg.

A. We have no plans in that regard. She has historical armaments for which were developed good HE shells (used in fact for coastal defense). And she has excellent AP shells. Yorck is still very efficient with HE shells and is sufficiently balanced in that regard. We're happy with that situation.

 

Q.1. Why doesn't the upgrade "Gun fire control system Mod.1 show the accuracy increase? After all, type 2 cammo shows that it decreases accuracy by 4%. Why can't you do the same with the gun mod?

2. Could you add a hotkey that would lock turrets in their starting position (bow guns aim forward, stern guns aim behind).It would help in situations where you don't know from which direction a ship might come from and thus turrets would only have to rotate half way.

A. 1. It's a great idea, I hope we'll find the time to implement that.

2. We considered this idea a long time ago. We came to to the conclusion that the benefits of such feature would be too small.

 

Q. 1. What's the flight radius of spotter and float planes?

2. Does the ship turning radius depend on its speed?

A. 1. Flight radius for spotter planes is 4230m, for float planes: 3240m.

2. Yes, it does. It's different for every ship (and depends with their size), but generally speaking, the best radius is found at 1/2 speed.

 

Q. Do you plan to do any file compression to the game files (there's already more than 200 000 files and 35 000 folders in the game folder)?

A. Yes, of course. I have already said that this problem is quite important in our plans for optimisation. I can't tell you specific dates but I can give you an overview: we've already found a solution regarding file compression and are in the process of developing it. After that, it will be tested by supertesters. If everything works out, it will then be implemented to the game after 2 or 3 major updates and the number of files and folders will be reduced several times over. Until then, I'm afraid you'll have to wait.

Edited by Carnotzet
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Aoba would only get nerfed after Cleveland is moved to tier 8, and the equivalent 6 or 7 gun Pensacola Preliminary arrives on the scene, so I can't say much about them wanting to nerf Aoba until then. WG do try to stick to a fairly realistic RoF though , except in cases like Omaha/Phoenix, Aoba, etc.

32RPM is what I expect the tier 7 cruisers like the Counties and Suffren having. York (and Exeter) can have 4 RPM, 5 at a push.

 

With Tone, I really can't see her working at tier 6, it would mean absolutely no chance of any aviation abilities, which Tone can be very effective for, and presumably the reason why they did not release her at tier 7 when the stats first came out. Tier 8 still remains most likely to me.

 

32 RPM Countys? I would've expected something closer to 5 RPM per gun/40+RPM to match the Pensacola's and Myoko's throw weight (even assuming a RoF nerf to 4 RPM for the Myoko to equalize it w. the Pensacola). 

 

 

Edited by byronicasian

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He meant total number of shells per minute not per gun

 

Sorry, I wasn't clear. I also meant total shells per minute. 32 RPM total means 4 RPM per gun. So when I bring up 5 RPM, I meant I expected the County's to have close to the current T7 total RoF of 40+. 
Edited by byronicasian

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Second round. Source

 

Q. Please explain to me why AP shells penetrate Pensacola's citadel and break her engines? I understand that they would inflict some damage but citadels and engines damage from the front? How am I supposed to play her?

A. Citadels are, broadly speaking, "boxes" so they also have a front, back and upper limit. So the bow of a ship is not protected, all the more so if you're hit with high caliber shells.

By pointing your nose to your opponent, you're basically reducing the area he can hit and increasing the chances of shell bounces. But it doesn't give you full protection, especially if you're pummeled with high caliber shells. Especially at short and medium ranges.

 

Q.  Could you make differences between my aircraft squadrons and those of my teammate more visible? Sometimes, it's quite hard to see which one is mine.

A. According to our stats, current markers serve their purpose. We may look into making one's own squadrons more visible but for, truth be told, there isn't currently a lot of people complaining about this issue.

 

Q. Lately, there are a lot of DD's in battles (5-6 per team) and few BB's (1-2). What do you think about this situation and do you plan to reduce the number of DD's per battle?

A. My opinion is as follows: 3-4 DD/CA-CL/BB is standard. 5-6 of any class is too much. However, this is not a critic. That said, I can foresee and answer your next question: we also don't like "torpedo walls" (called "torpedo soup" in RU) from 5 Shimakazes.

Regarding our plans to solve this issue: first, wait for Soviet cruisers, it's likely they will affect DD population. After that, we still have a couple of ideas but we'd like to implement them bit by bit.

 

Q. Would you consider reducing the chance of turret destruction? We play the game to shoot stuff and when the first hit we get destroys a turret, it isn't very interesting.

A. We're keeping an eye on this aspect of the game, players' reaction to it and stats about it. We also understand how depressing it can be to sail "without turrets"; even if it happens 1 in 50 games, those battles are remember for a long time. There's a high chance we'll make changes regarding this issue.

 

Q. If I buy a cammo with doubloons and after that, for whatever reason, sell the ship it's on. And then, I purchase it again, will I have to buy the "premium" cammo again?

A. No, you won't need to buy it again.

 

Q. At low tiers, there are many people shooting at friendly ships. Will you change the current punishment system for firing on friendlies?

A. I have already explained that the current system for fighting against players not following rules, in our opinion,  needs to be improved and adapted to the new realities of the game. We have some ideas on the matter. As soon as we are ready, we'll share them with you and hear your ideas. At the moment, it's too soon.

In brief, we're considering the following options:

  • toughen the rules regarding the accumulation of "bad reputation".
  • progressive ban in TB/RankedB - PvP - PvE modes
  • lower damage inflicted to teammates by intentional teamkillers and trolls - up to "scrape a friendly ship, get blown up".
  • tune compensation so that it better covers repair costs.

 

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A good Q & A session I thought - and thanks to Carnotzet for the excellent job in translating.

 

This answer stood out for me:

 

Q. In another Q&A you said: "Firing from smoke is an intrinsic tactic for DD's. We don't see anything wrong with it but would like to offer a counter solution to it (radars)."

Here's my question: Do you plan to add radars to every ship? I like to play with IJN cruisers. So I'd like to know: will they be equipped with radars or will they still be helpless against invis-fire from smoke (since "IJN hadn't any radars" or something like that)?

A. We only plan to add radars to US and VMF cruisers, and only at high tiers. It's not so much "they hadn't radars" as we think about what the game needs. IJN cruisers have good torpedoes and good HE shells. There's no need to strengthen and diversify this ship class tactics for now.

 

OK - but it doesn't matter how good your torpedoes or shells are when YOU CANNOT HIT WHAT YOU CANNOT SEE!

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[FIFO]
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A good Q & A session I thought - and thanks to Carnotzet for the excellent job in translating.

 

This answer stood out for me:

 

Q. In another Q&A you said: "Firing from smoke is an intrinsic tactic for DD's. We don't see anything wrong with it but would like to offer a counter solution to it (radars)."

Here's my question: Do you plan to add radars to every ship? I like to play with IJN cruisers. So I'd like to know: will they be equipped with radars or will they still be helpless against invis-fire from smoke (since "IJN hadn't any radars" or something like that)?

A. We only plan to add radars to US and VMF cruisers, and only at high tiers. It's not so much "they hadn't radars" as we think about what the game needs. IJN cruisers have good torpedoes and good HE shells. There's no need to strengthen and diversify this ship class tactics for now.

 

OK - but it doesn't matter how good your torpedoes or shells are when YOU CANNOT HIT WHAT YOU CANNOT SEE!

 

Indeed but you really should understand the concept of making ships have strengths and weaknesses leading to different roles and this is what he is talking about.

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"torpedo soup"? I like that one! I like that one a lot! (The expression obviously, not what it describes...) Thanks again for your work!

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Indeed but you really should understand the concept of making ships have strengths and weaknesses leading to different roles and this is what he is talking about.

 

What? Ships have different strengths and weaknesses? Really? I wasn't aware. I see the game in a whole new light now. It explains a lot of things.

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What? Ships have different strengths and weaknesses? Really? I wasn't aware. I see the game in a whole new light now. It explains a lot of things.

 

No need to get salty - your (ridiculous) comment about your IJN CA not being able to do everything itself in this team game made me think that I needed to go back to basics and help you out.

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No need to get salty - your (ridiculous) comment about your IJN CA not being able to do everything itself in this team game made me think that I needed to go back to basics and help you out.

 

1)  My original comment may qualify as "ridiculous". It is a matter of opinion if describing it as such is correct, or maybe a little too harsh.

 

2) I'll be honest, I took exception to your wording: "...you really should understand...". As a native English speaker (which I assume that you are, since your location is stated as the great city of Manchester), this comes across as patronising.  (See also phrases such as  "...if you really must know..", and "..you really should do better.." for the usage that I am talking about)

 

3) I cannot see any comment where I said that my IJN CA should be able to do everything by itself - as you claimed: "...your (ridiculous) comment about your IJN CA not being able to do everything itself in this team game.."

I'd like to take you up on your offer of help. Please point out the comment and I will edit it out of the post.

OTOH if you cannot point this out then I think that we can safely conclude that you are mistaken.

 

4) I am, of course, well aware that ships have different strengths and weaknesses.

However there is a big difference between different levels of ability and a binary on/off situation of not having an ability at all.

So, for example at tier 6, the German cruisers get better sonar than Japanese or American cruisers - but at least they DO GET IT.

What is being proposed here is that IJN cruisers don't get the radar ability AT ALL, not get it but at a lesser level of ability.

 

5) I am also aware that this is a team game (or supposed to be).

Even the best teamwork fractures late in the game when ships become dispersed and after losses have been taken.

This is when the whole argument that a ship can be countered by team play goes completely out of the window.

A 3 v 3 fight with ships scattered is a completely different situation to the 12 v 12 at the start of the match.

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32 RPM Countys? I would've expected something closer to 5 RPM per gun/40+RPM to match the Pensacola's and Myoko's throw weight (even assuming a RoF nerf to 4 RPM for the Myoko to equalize it w. the Pensacola). 

 

 

 

Well, think about it, each of these ships has it's pros and cons, except Myoko, because Myoko is OP. Maybe 4.5 is better, but 5 is pushing it a little.

 

First of all the Italian cruisers would require buffs since the tier 7 candidate, Trento had a maximum of 3.6rpm, while the tier 8, Zara, while boasting probably the best armour at her tier, the RoF would still only be tier 3.8. 4RPM is ideal, given the Counties and Suffrens other statistics which are quite well rounded, except for Suffrens severe lack of armour. 

If given 5rpm to make up for the two extra guns Pensacola and Myoko have, then Pensacola would basically be obsolete, no torpedoes and a high detection range compared to a County, which has better stats in basically every way. Yorck is fairly balanced, compared to a 4-ish rpm County. 

 

 

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First of all the Italian cruisers would require buffs since the tier 7 candidate, Trento had a maximum of 3.6rpm, while the tier 8, Zara, while boasting probably the best armour at her tier, the RoF would still only be tier 3.8.

 

Undoubtedly, especially for the Trento, since, contrary to Zara (that has her protection as a saving grace), it doesn't have much going for itself.

Unless WG decides to implement their long range, but it's a coin toss.

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1)  My original comment may qualify as "ridiculous". It is a matter of opinion if describing it as such is correct, or maybe a little too harsh.

 

2) I'll be honest, I took exception to your wording: "...you really should understand...". As a native English speaker (which I assume that you are, since your location is stated as the great city of Manchester), this comes across as patronising.  (See also phrases such as  "...if you really must know..", and "..you really should do better.." for the usage that I am talking about)

 

3) I cannot see any comment where I said that my IJN CA should be able to do everything by itself - as you claimed: "...your (ridiculous) comment about your IJN CA not being able to do everything itself in this team game.."

I'd like to take you up on your offer of help. Please point out the comment and I will edit it out of the post.

OTOH if you cannot point this out then I think that we can safely conclude that you are mistaken.

 

4) I am, of course, well aware that ships have different strengths and weaknesses.

However there is a big difference between different levels of ability and a binary on/off situation of not having an ability at all.

So, for example at tier 6, the German cruisers get better sonar than Japanese or American cruisers - but at least they DO GET IT.

What is being proposed here is that IJN cruisers don't get the radar ability AT ALL, not get it but at a lesser level of ability.

 

5) I am also aware that this is a team game (or supposed to be).

Even the best teamwork fractures late in the game when ships become dispersed and after losses have been taken.

This is when the whole argument that a ship can be countered by team play goes completely out of the window.

A 3 v 3 fight with ships scattered is a completely different situation to the 12 v 12 at the start of the match.

battles:lawyered.jpg?w=300&tok=087c8d

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