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daki

PT #2 Changelog

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Weekend Tester
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For those who do not visit the public test part of the forum:

http://forum.worldofwarships.eu/index.php?/topic/43589-public-test-2-changelog/

 

Changes between PT #1 and #2:

1.            Fixed a lack of icons displaying the takeoff order of aircraft

2.            All squads, in which the player is not a member, are now displayed in white

3.            The algorithm for distribution of mercenaries to teams has been improved

4.            Fixed a lack of a carousel after the transition to the profile window from the tasks window, after the players received the rank decrease/increase notification

5.            Fixed a lack of system messages for acquiring and equipping/removing an ensign

6.            Fixed an incorrect client behaviour when switching to full-screen mode, after the game window was moved from one monitor to another

7.            Fixed an incorrect display of text in the "time remaining for the team season" message window (some letters were displayed as numbers) (English localization)

8.            Fixed a bug that caused the display of negative numbers for the preparation timer, when issuing the target for several air groups at the same time

9.            The tooltip for the "Superintendent" skill no longer includes the "Repair party" consumable

10.          Fixed an issue that caused the disappearance of sight for the fighter planes

11.          Fixed an incorrect behavior of the "Last Chance" skill - now it only works at 10% HP or less

12.          Fixed the disappearance of the premium recharge icon after using torpedoes

13.          Fixed an issue that caused the "Enhanced fire preparation" skill to be displayed in the performance improvement tab, even if the skill hadn't been learned yet

14.          Torpedo preemption now properly takes into account the changes in the speed of the torpedoes

15.          Fixed a client crash after re-clicking on the rechargeable consumable

16.          Fixed an incorrect display of the number of vehicles researched to achieve "Design Engineer"

17.          Fixed an incorrect display of the currency in the rechargeable consumables tooltips after the transition from ship to ship

18.          Fixed a lack of the star on the squad leader icon in the squad chat

19.          Improved the art for loading screen background image

20.          Fixed an issue that caused the cursor (that activates with the CTRL key) to follow the camera, even if it is not active

21.          Fixed an incorrect display of the indicator for gear shifting and the steering

22.          Fixed a client crash after using Alt+Tab in full screen mode when playing on CV

23.          Fixed "sticky" RMB after using Alt+Tab

24.          Voting items are now correctly displayed in the context menu

25.          Fixed the lack of an awards counter in the compact view of the "honoring heroes" window

26.          Fixed an issue that caused fighters, instead of following the target, to stay at the area of the destruction of the enemy fighters

27.          Improved the display of the teams’ information on the battle loading screen and in the TAB-statistics window

28.          Fixed an issue that caused the "Air dominance" skill to increase the amount of fighters not only for CVs

29.          Fixed an incorrect display of the third squad icon in the TAB-statistics window

30.          Reduced the distance between the markers of the bases in the domination mode

31.          Fixed an issue that caused x1.5 experience bonus to not apply in the team battles

32.          Number of votes for the commander removal is now equal to the number of the whole team, excluding the commander himself

33.          Improved a visual display of the filled ship types in the squad

34.          All American bombers: The area size of the alternative bomb attacks now matches the area size for the automatic attacks

35.          CVs "Lexington", "Essex" and "Midway": Bombers’ damage increased by 30% (1000lbs ANM65 bomb is now installed on the Curtiss SB2C, Douglas BTD-1, Kaiser XBTK-1 bombers)

36.          "Torpedo reload" consumable now active up to 30 seconds rather than 60 seconds

37.          Fixed lags in video play in the in-game browser

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Players
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As if Dive bombers were not strong enough as it is...

 

If I read it correctly, USN DB gets even more RNG, balanced by stronker bombs from tier 8 onwards...

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Players
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As if Dive bombers were not strong enough as it is...

 

It seems you are forgetting this line:

 

34.          All American bombers: The area size of the alternative bomb attacks now matches the area size for the automatic attacks

 

Which means even an ALT-attack has the inaccuracy of an automatic one. Good luck hitting anything now.

 

That aside dive bombers are a lot more boring than torpedo bombers. Unless they make dive bombers totally overpowered, I rather have a torpedo bomber squad any day.

 

 

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As if Dive bombers were not strong enough as it is...

 

sub 1% of total damage done in games is "strong enough".

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9.            The tooltip for the "Superintendent" skill no longer includes the "Repair party" consumable

11.          Fixed an incorrect behavior of the "Last Chance" skill - now it only works at 10% HP or less

 

Really? Those skills will be almost useless then (smoke excluded).

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Players
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What will be the point of learning manual drop? No second torp bomber squad and now the only decent burst damage you can have in Essex and Midway will be gone too?

 

They really want to step on Midway and bring her to the ground.

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Really? Those skills will be almost useless then (smoke excluded).

 

Might be translation error, but I guess it means Supernintendo no longer increase amount of Damage Control party. Though if it really removes extra repair parties, then perk is useless for both BB and hightier CA

 

And Last Chance on 1st test was slightly too working as intended - it reduced your hp by 10%, but gave you permanent 30% RoF buff in return. 20s reload on BBs and such:popcorn:

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What will be the point of learning manual drop? No secon torp bomber squad and now the only decent burst damage you can have in Essex and Midway will be gone too?

 

They rrally want to step on Midway and bring her to the ground.

 

We're at the point where the entire point of the game seems to be to have everyone not in a BB play in a fashion so BBs can do whatever the hell they like. CVs will now be nothing more then DD hunters, as they can't approach anywhere close to a blob of BBs, and a single USN TB squad (or two IJN) will get focused and killed, leaving bombs as the only remaining damage source, which they now have nerfed against anything but DDs and CAs.

 

CVs are no longer a counter to BBs, they're a counter to DDs only, and the only CAs that will remain somewhat playable post 0.5.3 are those that are halfway between CAs and BBs anyways, but then those CAs will get hit far harder by fewer repair parties too.

 

  • Cool 1

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View Postdaki, on 08 February 2016 - 07:05 PM, said:

34.          All American bombers: The area size of the alternative bomb attacks now matches the area size for the automatic attacks

 

WG claims they want to give players options, but then they go and do the exact opposite? 

 

I get that bombs are used for fire dmg not direct dmg, so even combined with +30% dmg that looks like a net nerf.

Edited by GulvkluderGuld

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Alpha Tester
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And Last Chance on 1st test was slightly too working as intended - it reduced your hp by 10%, but gave you permanent 30% RoF buff in return. 20s reload on BBs and such:popcorn:

 

My bad, was thinking of "last stand" and not "last chance". Any news regarding AA changes of IJN cruisers?

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Players
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Need some confirmation on these changes when PT is up :

 9.            The tooltip for the "Superintendent" skill no longer includes the "Repair party" consumable

super intendent doesnt affect repair party anymore?  

 28.          Fixed an issue that caused the "Air dominance" skill to increase the amount of fighters not only for CVs

 nomore 2 FT for cruisers? :trollface: atago :trollface:


that's it for now.. thanks before...

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Beta Tester
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So no love for Mogami or Yubari? :(

and yeah, lets face it, the only reason non-DD captains got Superintendant skill was for extra repair party charges so that's now a bit useless.

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I'd imagine that it's the damage control.

 

Since the change note only specifies a change in the tool tip, not the skill itself. If you hover over the skill at the moment you get the picture of the fire extinguisher, which is misleading since that has unlimited charges anyway

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Okay so they are taking away US torpedo bombers giving US dive bombers and then making the dbs void of any sort of skill to by making them basically point and click. Something they changed fighters for since they didn't want them to be click and forgot....:fishpalm: well done WG well done

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Players
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We're at the point where the entire point of the game seems to be to have everyone not in a BB play in a fashion so BBs can do whatever the hell they like. CVs will now be nothing more then DD hunters, as they can't approach anywhere close to a blob of BBs, and a single USN TB squad (or two IJN) will get focused and killed, leaving bombs as the only remaining damage source, which they now have nerfed against anything but DDs and CAs.

 

CVs are no longer a counter to BBs, they're a counter to DDs only, and the only CAs that will remain somewhat playable post 0.5.3 are those that are halfway between CAs and BBs anyways, but then those CAs will get hit far harder by fewer repair parties too.

 

 

You forgot that BBs will have more effective secondary armament which can be manually controlled - just in case those pesky DDs manage to get too close (after both sides cruiser screens have been murdered by the BBs)

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Players, Players, Sailing Hamster
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Might be translation error, but I guess it means Supernintendo no longer increase amount of Damage Control party. Though if it really removes extra repair parties, then perk is useless for both BB and hightier CA

 

And Last Chance on 1st test was slightly too working as intended - it reduced your hp by 10%, but gave you permanent 30% RoF buff in return. 20s reload on BBs and such:popcorn:

 

What is this, the "let's kill the useful skills for anyone but DD's" patch? Seriously, this patch has given virtually nothing to CA'sand BB's (except for a rather whimpy-looking secondary and AA skill), but has proceded to take away B/AFT from cruisers (of which AFT I can even agree with), hit EM with the nerfbat, and now it takes away supernintendo's effect on repair party? What the fnc is the point of the skill now? Extra plane? Meh. Extra AA consumable? Maybe. Extra sonar? If you're not german, meh.

Supernintendo was one of those skills that was useful for every class, and now they shut out two of those. This is when I call bullsh1t.

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You forgot that BBs will have more effective secondary armament which can be manually controlled - just in case those pesky DDs manage to get too close (after both sides cruiser screens have been murdered by the BBs)

 

you mean that 5 point! captain skill that completely turns off your secondaries until you click on something? at least at the moment your secondaries are also a good early warning if you don't happen to notice a destroyer that crept up on you. and for that you get 60% better accuracy (they haven't stated whether that is less shell spread or if the secondary gunners actually went to class and learned how to aim their guns in the right direction :P)  if at the moment only about 10% of your shells hit (if you're lucky!) would this mean we can expect 70% to now hit ( 10% + 60%) or 16% (60% more than current average hit rate) ?

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you mean that 5 point! captain skill that completely turns off your secondaries until you click on something? at least at the moment your secondaries are also a good early warning if you don't happen to notice a destroyer that crept up on you. and for that you get 60% better accuracy (they haven't stated whether that is less shell spread or if the secondary gunners actually went to class and learned how to aim their guns in the right direction :P)  if at the moment only about 10% of your shells hit (if you're lucky!) would this mean we can expect 70% to now hit ( 10% + 60%) or 16% (60% more than current average hit rate) ?

 

The maximum dispersion of the secondaries is reduced by 60%

So if their maximum dispersion is 300 m at 5 km range than with the perk, it becomes 120 m at 5 km range :v.

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Weekend Tester
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you mean that 5 point! captain skill that completely turns off your secondaries until you click on something? at least at the moment your secondaries are also a good early warning if you don't happen to notice a destroyer that crept up on you. and for that you get 60% better accuracy (they haven't stated whether that is less shell spread or if the secondary gunners actually went to class and learned how to aim their guns in the right direction :P)  if at the moment only about 10% of your shells hit (if you're lucky!) would this mean we can expect 70% to now hit ( 10% + 60%) or 16% (60% more than current average hit rate) ?

 

As it lowers dispersion by 60% the benefit should be much higher. So if you are on average hitting 10%, with this perk the accuracy would jump to about 25% which is quite an increase.

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Alpha Tester, Alpha Tester
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you mean that 5 point! captain skill that completely turns off your secondaries until you click on something? at least at the moment your secondaries are also a good early warning if you don't happen to notice a destroyer that crept up on you. and for that you get 60% better accuracy (they haven't stated whether that is less shell spread or if the secondary gunners actually went to class and learned how to aim their guns in the right direction :P)  if at the moment only about 10% of your shells hit (if you're lucky!) would this mean we can expect 70% to now hit ( 10% + 60%) or 16% (60% more than current average hit rate) ?

 

Every decent player should click on targets already even now, let it be ships in range or planes.

And if you don't notice a DD near you well, the issue is not on the game nor the skills :)

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 All American bombers: The area size of the alternative bomb attacks now matches the area size for the automatic attacks    

 

(in other words we've removed the manual attack option) 

 

Why? Was it too confusing for new players? Was there an over abundance of fires being started from people whom mastered the skill? Did people complain dive bombers were OP? Is it because Essex, Midway and Langley now all get an extra squadron of dive bombers?

 

And if the answer is yes to any of those questions, then why target the US specifically?

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