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Interessante Infos aus aller Welt - Infothread (keine Diskussion)

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Freibeuter
15,160 posts
2 minutes ago, Tanatoy said:

For the upcoming test session, players will be able to try out the following maps with changed island locations - "The Atlantic", "Bering Sea" and "Loop".

 

Loop

Island locations on the map have been updated. This will make it easier to reach the key areas and manœuvre when on them. In addition, the updated island locations on Loop will give us more options for adding new key areas in the future.

 

WG_SPB_WoWs_minimaps_loop_CvC_EN_1920x1080.jpg

 

WG_SPB_WoWs_minimaps_loop_NEW_EN_1920x1080.jpg

 

Bering Sea

Originally this map was added to the game to test the concept of the "Breakthrough" game mode. Now the location of islands on the map has been adapted so it can be played in regular game modes.

 

WG_SPB_WoWs_minimaps_bering_sea_CvC_EN_1920x1080.jpg

 

WG_SPB_WoWs_minimaps_bering_sea_NEW_EN_1920x1080.jpg

 

The Atlantic

Removed the island, located in square "A7" on the border of the map. This will make it easier for ships to approach area "C."

 

WG_SPB_WoWs_minimaps__the_atlantic_EN_1920x1080.jpg

 

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

 

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Freibeuter
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3 minutes ago, YabbaCoe said:

British cruiser Hawkins, tier V:

  • Ballistics were changed. Now the shell will need less time to travel the same distance: at a range of 7 km instead of 3.94 seconds, it will take 3.80 seconds. At a range of 13,86 km instead of 10.08 seconds, it will take 9,19 seconds. Average armor penetration will remain almost unchanged.

 

This ballistics adjustment will increase Hawkins' shooting efficiency at all distances.

 

British cruiser Drake, tier IX:

  • Surface detectability increased from 12.24 to 13.2 km;
  • Detectability after firing main guns in smoke increased from 7.6 to 8.33 km;
  • Air detectability increased from 8.11 to 8.74 km.

 

Detectability changes will balance Drake's battle efficiency.

 

European destroyer Klas Horn, tier IV:

  • Turrets firing angles are changed to prevent crossing over with ship's superstructures.

 

European destroyer Öland, tier VIII: 

  • Updated ship's AA guns and continuous AA damage:
    • Continuous damage of the short-range AA guns increased from 46 to 49;
    • Continuous damage of the mid-range AA guns lowered from 161 to 95;
    • Continuous damage of the long-range AA guns increased from 63 to 70.

 

European destroyer Östergötland, tier IX: 

  • Replaced 1x3 and 1x5 torpedo launchers with 2x4.

 

We adjusted parameters, models and armament of European destroyers based on the internal testing.

 

 

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

 

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Freibeuter
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Just now, Sehales said:

German cruiser Hindenburg, tier X:

  • The main battery reload time was lowered from 10.5 to 9.8 s.

 

The new lowered reload time will increase the cruiser's overall combat efficiency.

 

 

American battleship Montana, tier X:

  • Restoration of hit points by Repair party consumable was increased from 0.5% to 0.66% of maximum hit points per second.

 

Montana's Repair party will be the same as of other USA battleships.

 

 

Soviet battleship Kremlin, tier X:

  • AA guns' amount of hit points is halved.

 

Besides good armor and a huge number of hit points, Kremlin has very effective AA guns, which are hard to be destroyed. This makes the battleship well protected from planes for the whole duration of the battle. The change will make it easier for aircraft carriers to attack the battleship closer to the middle of the battle when some of the AA guns were already destroyed.

 

 

European destroyer Blyskawica, tier VII:

  • Turret firing angles were increased:
    • Of the first turret by 10 degrees;
    • Of the second turret by 1 degree;
    • Of the fourth turret by 15 degrees;
  • Torpedo tubes turning angles were increased:
    • By 8 degrees towards bow;
    • by 2 degrees towards aft.

 

Firing main guns and launching torpedoes will be more comfortable with new turning angles.

 

 

French destroyer Fusilier, tier III:

  • The number of hit points of the stock hull was lowered from 9300 to 7900;
  • The number of hit points of the researchable hull was lowered from 10900 to 9300.

 

The change will lower the combat efficiency of the ship and balance it with other tier III destroyers.

 

 

French destroyer Mogador, tier IX:

  • The detectability ranges were increased:
    • By ships from 9.04 to 9.54 km;
    • By planes from 4.35 to 4.59 km;
    • After firing main guns in smoke from 3.7 to 3.96 km.
  • Torpedoes' detectability range increased from 1.4 to 1.8 km.

 

 

French destroyer Kleber, tier X:

  • The detectability ranges were increased:
    • By ships from 8.88 to 9.88 km;
    • By planes from 4.83 to 5.38 km;
    • After firing main guns in smoke from 3.63 to 4.15 km.
  • Torpedoes' detectability range increased from 1.4 to 1.8 km.

 

With the current detectability ranges, high-speed Mogador and Kleber can execute surprise attacks with the enemy having not enough time to react. In combination with the main advantage of French destroyers - effective main battery - these ships were too strong in comparison with other destroyers.

 

 

French cruiser Henri IV, tier X:

  • Time for the ship's engine to reach maximum power was increased;
  • Acceleration parameters while Engine boost consumable is active were changed.

Due to Engine boost and high base speed, Henri IV was able to dodge incoming fire quickly changing the speed. Now, the ship will accelerate and decelerate smoother.

 

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

 

 

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Freibeuter
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39 minutes ago, Sehales said:

The new Season of Clan Battles starts on January 22 and ends on March 9. The battles will be in the "7 vs 7" format with tier X ships. There can be no more than 1 Battleship per team and no aircraft carriers. 

 

Battles will be fought on the Hotspot, Sea of Fortune, Tears of the Desert, Crash Zone Alpha, Mountain Range, Land of Fire, and North maps in the Domination mode. 

WG_WOWS_SPB_minimaps_1920x1080_hotspot_EN.jpgWG_WOWS_SPB_minimaps_1920x1080_sea_of_fortune_EN.jpgWG_WOWS_SPB_minimaps_1920x1080_tears_of_the_desert_EN.jpg

WG_WOWS_SPB_minimaps_1920x1080_zone_alpha_EN.jpgWG_WOWS_SPB_minimaps_1920x1080_mountain_range_EN.jpgWG_WOWS_SPB_minimaps_1920x1080_land_of_fire_EN.jpg

WG_WOWS_SPB_minimaps_1920x1080_north_EN.jpg

 

 

The Season's feature is that a cyclone is guaranteed to appear on the maps Mountain Range, Land of Fire and North. Unlike in Random Battles, in the new season of Clan Battles, the cyclone obeys strict rules:

  • It begins 5 minutes after the beginning of the battle;
  • 1 minute into the cyclone being active, spotting range reaches its lowest point – 12 km;
  • 6 minutes after the beginning of the cyclone, the spotting range will start returning to standard values over the course of 2 minutes, finally ending the cyclone 8 minutes after it began.

 

Such settings and strictly defined conditions for the occurrence of the cyclone will diversify the gameplay and tactics of both teams by encouraging close-quarters combat. A spotting range of 12 km will not allow cruisers with the Surveillance Radar consumable to detect enemy ships while they themselves remain outside of spotting range.

 

Text and sound notifications for the beginning of a cyclone, as well as for the point of minimum spotting distance during the cyclone, were added.

 

Please note that the information in the Development Blog is preliminary and might be changed.

 

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Freibeuter
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9 minutes ago, Sehales said:

For researchable tier V-X destroyers and Småland:

  • The number of charges of the "Repair party" consumable was increased from 1(2) to 2(3).

 

European destroyer Romulus, tier III:

  • Main battery reload time was reduced:
    • For basic guns from 6 to 5 s;
    • For researchable guns from 6.5 to 5.5 s.
  • Detectability ranges were reduced:
    • By ships from 6.94 to 6.14 km;
    • After firing main guns in smoke from 2.47 to 2.2 km;
    • By planes from 2.28 to 2.02 km.

 

European destroyer Klas Horn, tier IV:

  • Main battery reload time was reduced from 6.5 to 5.5 s.
  • Detectability ranges were reduced:
    • By ships from 7.12 to 6.32 km;
    • After firing main guns in smoke from 2.54 to 2.25 km;
    • By planes from 2.76 to 2.45 km.

 

European destroyer Visby, tier V:

  • Main battery reload time was reduced from 6.5 to 5.5 s.
  • Detectability ranges were reduced:
    • By ships from 7.12 to 6.23 km;
    • After firing main guns in smoke from 2.54 to 2.25 km;
    • By planes from 2.76 to 2.45 km.

 

European destroyer Västerås, tier VI:

  • Main battery reload time was reduced from 6.5 to 5.5 s.
  • Detectability ranges were reduced:
    • By ships from 7.66 to 6.86 km;
    • After firing main guns in smoke from 2.75 to 2.44 km;
    • By planes from 3.24 to 2.9 km.

 

European destroyer Skåne, tier VII:

  • Main battery reload time was reduced from 3.5 to 2.8 s.
  • Detectability ranges were reduced:
    • By ships from 7.66 to 6.86 km;
    • After firing main guns in smoke from 2.75 to 2.44 km;
    • By planes from 3.52 to 3.15 km.

 

European destroyer Öland, tier VIII:

  • Main battery reload time was reduced from 3.5 to 2.5 s.
  • Detectability ranges were reduced:
    • By ships from 8.02 to 7.22 km;
    • After firing main guns in smoke from 2.9 to 2.57 km;
    • By planes from 3.46 to 3.12 km.
  • "Surveillance Radar" consumable was replaced with "Defensive AA Fire" consumable.

 

European destroyer Östergötland, tier IX:

  • Main battery reload time was reduced from 3.0 to 2.0 s.
  • Detectability ranges were reduced:
    • By ships from 8.02 to 7.22 km;
    • After firing main guns in smoke from 2.9 to 2.57 km;
    • By planes from 3.46 to 3.12 km.
  • "Surveillance Radar" consumable was replaced with "Defensive AA Fire" consumable.

 

European destroyer Halland, tier X:

  • Main battery reload time was reduced from 2.5 to 2.0 s.
  • Detectability ranges were reduced:
    • By ships from 8.92 to 7.62 km;
    • After firing main guns in smoke from 3.32 to 2.73 km;
    • By planes from 3.95 to 3.38 km.
  • "Surveillance Radar" consumable was replaced with "Defensive AA Fire".
  • Torpedo tubes reload time was reduced from 110 to 100 s.

 

European destroyer Småland, tier X:

  • Main battery reload time was reduced from 2.5 to 1.8 s.
  • Torpedo tubes reload time was reduced from 110 to 100 s;
  • "Surveillance Radar" consumable was added:
    • Charges: 2 (3);
    • Reload time: 180 (120) s;
    • Action time: 15 s;
    • Detection range: 7.5 km.
  • Torpedo parameters were changed:
    • Torpedo range was reduced from 15 to 12 km;
    • Torpedo speed was reduced from 86 to 76 kt;
    • Torpedo detectability range was reduced from 1.8 to 1.6 km.

 

The original concept of European destroyers saw them excel at using torpedoes from long range while being highly vulnerable in close combat with other destroyers due to their high detectability ranges. However, testing showed that the detectability of these ships was too high: they were easy to find and destroy, either by focused fire or in a duel. We're now lowering their detectability ranges and increasing their main caliber reload speed to help them stand a better chance against other destroyers.

The addition of the Defensive AA Fire consumable will improve their already strong capabilities against enemy planes. With the new consumable and improved parameters, Surveillance Radar would make European destroyers too effective in almost all situations, thus it was removed. 

 

Småland has weaker torpedo armament, a slightly higher detectability range, and more reliable artillery than the same-tier researchable ship Halland. Her main gameplay feature is hunting other destroyers, using her Surveillance Radar to help detect them. 

 

French destroyer Marceau, tier X:

  • Detectability range was increased:
    • By ships from 8.88 to 9.88 km;
    • After firing main guns in smoke from 3.42 to 3.94 km;
    • By planes from 4.84 to 5.38 km.
  • Torpedo tubes reload time was increased from 90 to 120 s;
  • HE shell maximum damage was reduced from 2,100 to 1,850;
  • AP shell maximum damage was reduced from 2,600 to 2,450.

 

We adjusted the parameters of these ships based on internal testing.

 

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

 

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Freibeuter
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6 minutes ago, _Weikath_ said:

Main battery reload times were changed:

  • Surrey, tier VII: from 13 to 12.5 s;
  • Bedford, tier VIII: from 14 to 13 s;
  • Cheshire, tier VIII: from 15 to 13 s
  • Drake, tier IX: from 16.5 to 18.5 s;
  • Goliath, tier X: from 19.5 to 19 s.

We adjusted the parameters of British heavy cruisers based on testing results.

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

 

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Freibeuter
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17 minutes ago, Sehales said:

Update 0.9.1 will continue the British update cycle

The event will consist of directives, new unique commander Andrew Cunningham, and British heavy cruisers which will be leaving early access.

The new commander has three talents:

  • After receiving 2 "Caused flooding" ribbons, ship and squadron maximum speeds are increased by 5%. 
  • After receiving 2 "Destroyed" ribbons, an additional charge is added to all consumables.
  • After receiving the "Witherer" achievement, the reload time of the main battery and torpedo tubes, as well as aircraft restoration time, are reduced by 10%. 

 

All three talents can be activated once per battle.

Andrew Cunningham also has the following improved skills:

  • Jack of All Trades - Reduces reload time of all consumables for the ship and squadrons by 10% instead of the basic 5%;
  • Aircraft Armor - Decreases the continuous damage that aircraft takes from AA defenses by 11,5% instead of the basic 10%.

 

 

Ranked season

On the 26th of February, the 15th Ranked season will begin. Battles will be held on tier X ships, without class restrictions, in the 7 vs. 7 format. Battles will be conducted in the updated "Arms Race" mode.

 

 

Service record

We updated our game's service record system:

  • The order in which game features are unlocked has been changed.
  • Reduced the number of battles needed to reach most stages of the service record.
  • New rewards have been added for unlocking different stages of the service record: Coal, Free Experience, Premium Account Days, Signals, Camouflages, Containers, and upgrades.

 

Beginners will now need to play fewer battles to gain access to the main game features, and the updated rewards will make this progression easier.

Please note: Players who started playing before the release of Update 0.9.1 will receive all-new rewards for already completed stages, minus what was already received in the old version of the service record.

For example, players who have already reached the last stage of their service record before Update 0.9.1 will receive: 15,000 units of coal, 4 days of Premium account, a supercontainer, 10 daily containers (among which 5 are "More Resources" containers), as well as a large amount of upgrades, expendable camouflages, economic, and special signals.

 

Other content

A new map - North Waters - will appear in the game. Players will fight among snow-covered islands and ridges. It is designed for tier VIII-X battles and will be available in two game modes: "Epicenter" and "Domination", with three key areas.

A permanent "Nordic" camouflage for the German tier VIII battleship Odin has been added to the game.

The "Recruiting Station" flag has been added to the game.

The ways of obtaining these items will be announced in future.

 

Please note that the information in the Development Blog is preliminary and subject to change.

 

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Freibeuter
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2 minutes ago, Sehales said:

In version 0.9.1 we will change the existing upgrades in our game and add some new ones. These changes will add more variety in the choice of upgrades and will allow players to further customize their ship to suit their play style.

Some upgrades will be replaced by new ones and removed from the game. In this case, the upgrades already mounted on the ships will be replaced by their new versions. Upgrades in the inventory will be exchanged for credits for their full value.

 

New upgrades

Maneuverability system (slot #2):

  • This upgrade will replace the "Propulsion Modification 1" and "Steering gears Modification 1" upgrades, which will both be removed from the game. The new upgrade will combine both of their bonuses into one:
    • -20% risk of engine and steering gears becoming incapacitated;
    • -20% engine and steering gears repair time.

 

Torpedo tubes Modification 1 (slot #3):

  • +20% to torpedo tubes turn speed;
  • -40% risk of torpedo tubes becoming incapacitated;
  • +5% to ship torpedo speed;

 

Aerial torpedos Modification 1 (slot #3)

  • +5% to aerial torpedo speed

 

Torpedo protection system (slot #5):

  • Replaces the "Target Acquisition System Modification 1" and will give the following bonuses:
    • Allows for torpedoes to be detected at a fixed distance of 1.8 km, regardless of the torpedoes' detectability range ("Vigilance" skill will improve it);
    • Add +5% to ship's torpedo protection.

 

Ship's consumables Modification 1 (slot #5):

  • +10% to action time of ship's consumables.

 

Squadron's consumables Modification 1 (slot #5):

  • +30% to action time of squadron's consumables.

 

Auxiliary Armaments Modification 1 (slot #6):

  • Upgrade will combine the "AA Guns Modification 2" and "Secondary Battery Modification 2" upgrades, which will be removed from the game:
    • +15% continuous damage from AA mounts;
    • +15% damage per second within the explosion radius of shells fired from AA defenses;
    • -20% to secondary battery reload time;
    • +2 to the number of explosions produced by salvos from AA defenses while the "Defensive AA fire" consumable is active.

 

Upgrades changes

Damage Control System Modification 1 (slot #2):

  • Added a bonus that gives +2% to ship's torpedo protection.

 

Defensive AA fire Modification 1:

  • Added bonus that reduces the reload time of the "Defensive AA fire" consumable by 10%.

 

Main Battery Modification 2 (slot #3):

  • Removed penalty to main battery reload time.

 

AA guns Modification 1 (slot #3):

  • Bonus to the number of explosions produced by salvos from AA defenses replaced by a -20% reduction to Priority AA Sector preparation time.

 

Special upgrades:

  • For all special upgrades, the restrictions on installation by class and tier of ships have been removed.

 

Please note that the information in the Development Blog is preliminary and subject to change.

 

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Japanese battleship Yashima, tier X

Post image

Yashima is an alternative project of Yamato, armed with 6 510-mm guns and modernized AA defense. The battleship has shells with high damage and very good penetration, but not the best ballistics. As these shells need to pass through a thick armor to detonate, there will often be over-penetration when lightly armored target is hit. But enemy battleships are a perfect target for Yashima.

Hit points – 97200. Plating - 32 mm.

Main battery - 3x2 510 mm.
Firing range - 26.6 km. Dispersion at this range - 272 m.
Sigma – 2.10.
Maximum HE shell damage – 8100. Chance to cause fire – 40%. HE initial velocity - 720 m/s.
Maximum AP shell damage - 19400. AP initial velocity - 720 m/s.
Reload time - 35.0 s.
180 degree turn time - 60.0 s.

Secondary Armament:
2x3 155.0 mm, range - 7.0 km.
Maximum HE shell damage – 2600. Chance to cause fire – 10%. HE initial velocity - 925 m/s
10x2 100.0 mm, range - 7.0 km.
Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity - 1000 m/s

AA defense: 24x2 40.0 mm, 16x3 25.0 mm, 10x2 100.0 mm.
AA defense short-range: continuous damage per second - 102, hit probability - 85 %, action zone 0.1-2.5 km;
AA defense mid-range: continuous damage per second - 438, hit probability - 75 %, action zone 0.1-3.5 km;
AA defense long-range: number of explosions in a salvo - 10, damage within an explosion - 1540, continuous damage per second - 235, hit probability - 75 %, action zone 0.1-5.8 km;
Number of explosions in a salvo - 10, damage within an explosion - 1540, action zone 3.5-5.8 km.

Maximum speed - 27.0 kt. Turning circle radius - 900 m. Rudder shift time – 18.7 s.
Surface detectability – 18.0 km. Air detectability – 12.8 km. Detectability after firing main guns in smoke – 20.9 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Repair Party
3 slot - Fighter/Spotting Aircraft

European destroyer Orkan, tier VIII

Post image

Orkan is a former British destroyer Myrmidon, given to the Polish fleet. The main Orkan's strength in the game is her main caliber guns. Fast and long-range torpedoes act as an auxiliary armament due to not very high damage and having only 4 torpedoes in salvo. The destroyer has Surveillance Radar but no Smoke Generator.

Hit points – 15700. Plating - 19 mm.

Main battery - 3x2 120 mm.
Firing range - 11.6 km. Dispersion at this range - 102 м.
Sigma – 2.00.
Maximum HE shell damage – 1750. Chance to cause fire – 9%. HE initial velocity - 774 m/s.
Maximum AP shell damage - 2250. AP initial velocity - 774 m/s.
Reload time - 4.5 s.
180 degree turn time - 9.0 s.

Torpedo tubes - 1x4 533 mm.
Maximum damage - 10700.
Range - 12.0 km. Speed - 76 kt.
Torpedo detectability - 1.6 km.
Reload time - 70 s.
Launcher 180 degree turn time – 7.2 s.

AA defense: 1x4 40.0 mm, 6x1 20.0 mm, 1x1 102.0 mm, 3x2 120.0 mm.
AA defense short-range: continuous damage per second - 70, hit probability - 95 %, action zone 0.1-2.0 km;
AA defense mid-range: continuous damage per second - 35, hit probability - 100 %, action zone 0.1-2.5 km;
AA defense long-range: continuous damage per second - 35, hit probability - 100 %, action zone 0.1-5.2 km;

Number of explosions in a salvo - 1, damage within an explosion - 1260, action zone 3.5-5.2 km.

Maximum speed - 35.0 kt. Turning circle radius - 590 m. Rudder shift time – 3.7 s.

Surface detectability – 7.0 km. Air detectability – 3.0 km. Detectability after firing main guns in smoke – 2.5 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Engine Boost
3 slot - Repair Party (Duration time 10 s; HP per second 157, Reload time 120 (80) s; Charges 1(2));
4 slot - Surveillance Radar (Duration time 15 s; Detection of ships 7.5 km; Reload time 180(120) s; Charges 2(3)).

Japanese destroyer Arashi, tier VIII

Post image

Arashi is equipped with 150-mm guns and Hydroacoustic search, unusual for the Japanese destroyers. The main part of the ship's gameplay is conducting stealthy torpedo attacks.

Hit points – 13300. Plating - 19 mm.

Main battery - 3x1 150 mm.
Firing range - 11.4 km. Dispersion at this range - 100 м.
Sigma – 2.00.
Maximum HE shell damage – 2500. Chance to cause fire – 11%. HE initial velocity - 875 m/s.
Maximum AP shell damage - 3900. AP initial velocity - 875 m/s.
Reload time - 5.0 s.
180 degree turn time - 20.0 s.

Torpedo tubes - 2x4 610 mm.
Maximum damage - 20967.
Range - 10.0 km. Speed - 67 kt.
Torpedo detectability - 1.7 km.
Reload time - 112 s.
Launcher 180 degree turn time – 7.2 s.

AA defense: 4x1 25.0 mm.
AA defense short-range: continuous damage per second - 14, hit probability - 95 %, action zone 0.1-2.5 km.

Maximum speed - 35.0 kt. Turning circle radius - 640 m. Rudder shift time – 4.0 s.
Surface detectability – 6.8 km. Air detectability – 3.1 km. Detectability after firing main guns in smoke – 2.5 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Smoke Generator (Duration time 20 s; Dispersion time 69 s; Reload time 240(160) s; Charges 2(3); Radius 450.0 m;
3 slot - Engine Boost
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))

German cruiser Ägir, tier IX

Post image

Ägir is a big cruiser, which has the same hull as Siegfried and armed with 9 305-mm guns. She is especially efficient in fighting at close and medium ranges due to torpedo armament and secondary guns with improved accuracy and relatively quick reload, uncharacteristically strong for the class.

Hit points – 62850. Plating - 27 mm.

Main battery - 3x3 305 mm.
Firing range - 18.5 km. Dispersion at this range - 175 m.
Sigma – 1.8.
Maximum HE shell damage – 3600. Chance to cause fire – 27%. HE initial velocity - 865 m/s.
Maximum AP shell damage - 9400. AP initial velocity - 865 m/s.
Reload time - 22.0 s. 180 degree turn time - 30.0 s.

Torpedo tubes - 2x4 533 mm.
Maximum damage - 13700.
Range - 6.0 km. Speed - 65 kt.
Torpedo detectability - 1.3 km.
Reload time - 90 s.
Launcher 180 degree turn time – 7.2 s.

Secondary Armament:
9x2 128.0 mm, range - 7.6 km.
Maximum HE shell damage – 1500. Chance to cause fire – 5%. HE initial velocity - 900 m/s

AA defense: 9x2 128.0 mm,10x4 20.0 mm,9x2 55.0 mm.
AA defense short-range: continuous damage per second - 119, hit probability - 85 %, action zone 0.1-2.0 km;
AA defense mid-range: continuous damage per second - 364, hit probability - 90 %, action zone 0.1-4.0 km;
AA defense long-range: continuous damage per second - 130, hit probability - 90 %, action zone 0.1-6.0 km;

Number of explosions in a salvo - 6, damage within an explosion - 1540, action zone 3.5-6.0 km.

Maximum speed - 33.5 kt. Turning circle radius - 880 m. Rudder shift time – 14.0 s.
Surface detectability – 15.1 km. Air detectability – 10.7 km. Detectability after firing main guns in smoke – 11.7 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Hydroacoustic Search (Duration time 120 s; Torpedo detection range 4.0 km; Ship detection range 6.0 km; Reload time 180(120) s; Charges 2(3));
3 slot - Repair Party (Duration time 28 s; HP per second 314.25; Reload time 120(80) s; Charges 2(3));

Tier X European destroyer Lappland, which has the same parameters as tier X destroyer Halland was added in the purpose of the technical testing.

All stats are listed without crew and upgrade modifiers, but with the best available modules. Please note that the information in the Development Blog is preliminary and subject to change.

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Freibeuter
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3 minutes ago, Sehales said:

Squadron's consumables Modification 1 (slot #5):

  • Bonus to the action time of a squadron's consumables increased from 30% to 50%:

The upgrade was inferior in efficiency to other upgrades in the fifth slot.

 

Enhanced Countermeasures (Worcester unique upgrade, slot #5):

  • Bonus to the action time of the "Surveillance Radar" consumable increased from 10% to 20%.

This bonus is being increased to emphasize the difference between the unique Worcester upgrade and the new "Ship's consumables Modification 1" upgrade, which will be available to other ships in the same slot while having similar bonuses.

 

Also, many of you have raised concerns about how some of the new upgrades may affect game balance. For example, the upgrade "Torpedo protection system (slot #5)" may be too effective against ships equipped with low-detectability torpedoes. During testing, we will closely monitor the impact of the upgrades on game balance and, if necessary, make additional changes.

 

Please note that the information in the Development Blog is preliminary and subject to change.

 

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3 minutes ago, Sehales said:

There will be a closed test session for aircraft carriers in the Clan Battles format.

The 'Patrol Fighters' consumable available to carrier-based plane squadrons will have the following changes applied to it:

  • Spotting range lowered from 20 to 5 km;
  • Time until the fighters begin chasing an enemy plane squadron reduced from 5 to 1 second;
  • Action radius increased from 3.5 to 6 km;
  • Time for fighters to appear after the consumable is activated increased from 6 to 15 seconds;
  • Fighters' detectability range was increased from 7.5 to 12 km;
  • Action time of the consumable was increased from 60 to 90 s;
  • The consumable's number of charges was increased from 3 to 6.

 

These settings will create a more intense interaction between aircraft carriers of opposing teams and will improve the cooperation between the aircraft carrier and its allied ships. Also the Patrol Fighters' ability to perform reconnaissance will be lowered due to a reduced spotting range. 

Testing will let us collect the necessary data to evaluate and determine our next steps. 

 

Besides that, the maps Bering Sea and Loop have been updated after the last test and will be tested again.

 

Please note that the information in the Development Blog is preliminary and subject to change.

 

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5 minutes ago, _Weikath_ said:

We continue to work on improving the balance in our game. The following balance changes will be made in Update 0.9.1:

 

Japanese aircraft carrier Hakuryu. Tier X:

  • Fixed an error with the accuracy of the stock Attack Aircraft, which did not match the accuracy of the researchable Attack Aircraft. The accuracy of the stock fighters was lowered to the levels of the researchable ones;
  • Attack aircraft damage reduced from 3,450 to 3,350.

British cruiser Neptune, Tier IX:

  • Main battery reload time reduced from 5 to 4.8 s.

American destroyer Gearing, Tier X:

  • Stock torpedo tube reload time reduced from 106 to 103 s;
  • Researchable torpedo tube reload time reduced from 122 to 118 s.

Soviet ships:

Battleship Sinop, Tier VII:

  • Sigma parameter reduced from 1.6 to 1.55.

Battleship Kremlin, Tier X:

  • Sigma parameter reduced from 1.9 to 1.85.

Pan-Asian ships:

Destroyer Yueyang, Tier X:

  • Torpedo speed increased from 68 to 69 knots;
  • Torpedo tube reload time reduced from 146 to 142 s.

Destroyer Chung Mu, Tier IX:

  • Stock torpedo speed increased from 55 to 56 knots;
  • Stock torpedo tube reload time reduced from 122 to 119 s;
  • Researchable torpedoes speed increased from 66 to 67 knots;
  • Researchable torpedo tube reload time reduced from 122 to 119 s.

Destroyer Hsienyang, Tier VIII:

  • Researchable torpedo speed increased from 55 to 56 knots;
  • Researchable torpedo tube reload time reduced from 122 to 119 s.

Cruiser Irian, Tier VIII:

  • Torpedo speed increased from 68 to 69 knots;
  • Torpedo tube reload time reduced from 136 to 133 s.

Cruiser Wukong, Tier VIII:

  • Torpedo speed increased from 63 to 64 knots;
  • Torpedo tube reload time reduced from 110 to 107 s.

Destroyer Siliwangi, Tier VIII:

  • Torpedo speed increased from 61 to 62 knots;
  • Torpedo tube reload time reduced from 131 to 128 s.

Aircraft:

  • Spotting range of aircraft carriers' squadrons, Patrol Fighters, Catapult Fighters, and Spotting Aircraft decreased from 20 to 19 km (This characteristic determines at what distance the aircraft is capable of spotting an enemy).

 

Please note that the information in the Development Blog is preliminary and subject to change.

 

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15 minutes ago, shonai said:

European destroyer Västerås, Tier VI:

  • Detectability ranges were increased:
    • By ships from 6.86 to 7.06 km;
    • After firing main guns in smoke from 2.44 to 2.51 km;
    • By planes from 2.9 to 2.99 km.

Effective main battery guns coupled with a relatively low detectability range made the ship very strong on her Tier. An increased detectability range will let enemies spot Västerås and disengage earlier.

 

European destroyer Småland, Tier X:

  • Action time of the Surveillance Radar consumable increased from 15 to 20 s;
  • Main caliber guns firing range increased from 10.4 to 11.4 km.

The action time of the Surveillance Radar didn't let Småland use the consumable to its full potential.

 

British cruiser Cheshire, Tier VIII:

  • Guaranteed ricochet angle for armor-piercing shells reduced from 65 to 60 degrees;
  • Main caliber guns reload time reduced from 13 to 11.5 s;
  • Main caliber guns firing range increased from 15.7 to 16.1 km;
  • Detectability range by ships reduced from 12.42 to 11.9 km.

Due to a small number of main caliber guns, Cheshire had rather low damage per minute and her detectability range prevented quick disengaging from combat. 

 

British cruiser Drake, Tier IX:

  • Guaranteed ricochet angle for armor-piercing shells reduced from 65 to 60 degrees;
  • Main caliber guns reload time reduced from 18.5 to 18 s.

 

British cruiser Goliath, Tier X:

  • Guaranteed ricochet angle for armor-piercing shells reduced from 65 to 60 degrees;
  • Main caliber guns reload time reduced from 19 to 18.5 s.

We adjusted the parameters of British heavy cruisers based on testing results.

 

Please note that the information in the Development Blog is preliminary and subject to change.

 

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ST, time between plane attack

There will be a closed test session which will help to evaluate how the time between squadron attacks influences the interaction between planes and AA defense.

  • The minimum time between attacks for squadrons of all Tier X aircraft carriers increased from 5 to 9 seconds;

  • For Audacious' bombers:

    • Acceleration time of bombers right after they drop their bombs lowered from 4 to 3.5 seconds;

    • Acceleration coefficient of bombers right after they drop their bombs lowered from 2 to 1.5, meaning bombers will not accelerate to as high a speed directly after a drop.

Please note that the information in the Development Blog is preliminary and subject to change.

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Changes in the Armory

Commanders,

starting from Update 0.9.3, the following ships will no longer be available in the Armory:

  • Soviet cruiser Smolensk, Tier X;

  • French battleship Jean Bart, Tier IX;

  • Soviet destroyer Neustrashimy, Tier IX;

  • American cruiser Flint, Tier VII;

  • American destroyer Black, Tier IX.

Smolensk and Jean Bart have become very popular on their Tiers. However, in order to maintain the diversity of team compositions at a proper level, these ships will be removed for an undefined time, but may return in future.

Due to the different reasons Neustrashimy, Flint, and Black are not very demanded for steel now and thus they won't be available for Steel, but not earlier than in half a year they will return to the Armory, where they will be obtainable in exchange for Coal.

We understand that accumulating resources for ships is a long process, which is why we wanted to warn you in advance, so that those interested can steer these ships into their Ports before Update 0.9.3 goes live in approximately two months. 

Additionally, we would like to give you heads-up on upcoming ships:

  • French destroyer Marceau, Tier X. Will be available for Coal;

  • Japanese battleship Yashima, Tier X. Will be available for Steel;

  • Japanese destroyer Hayate, Tier X. Will be available for Free XP;

  • European destroyer Smaland, Tier X. Will be available for Free XP.

The exact Updates and the amount of required resources will be announced later.

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Ich habe mal ein paar Beiträge in den richtigen Thread, wo man über News diskutieren kann, verschoben

_Propaganda_Panda_

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2 minutes ago, Tanatoy said:

A new sub-branch of Soviet cruisers will be added to the game in the upcoming super test session, with Tier VIII - X ships. The main branch of light cruisers will also be updated.

 

WG_SPB_WoWs_Infographic_Supertest_USSR_Cruisers_EN_1920x1080 (1).jpg

 

Tier V cruiser Kirov will become a premium ship and will be replaced in the branch with the new cruiser Kotovsky.

 

WG_SPB_WoWs_screenshots_kotovsky_EN_1920x1080.jpg

 

Tier X cruiser Moskva will become a special ship for Coal and will be replaced in the branch with the new cruiser Alexander Nevsky.

 

WG_SPB_WoWs_screenshots_al_nevsky_EN_1920x1080.jpg

 

Other details about the branch split will be announced later.

Cruisers from the main branch will be armed with 152 - 180 mm guns, while ships of the new sub-branch will have 180 mm guns on Tier VIII cruiser Tallin, and 220 mm guns on the Tier IX and X cruisers Riga and Petropavlovsk. 

 

WG_SPB_WoWs_screenshots_tallin_EN_1920x1080.jpg

 

WG_SPB_WoWs_screenshots_riga_EN_1920x1080.jpg

 

WG_SPB_WoWs_screenshots_petropavlovsk_EN_1920x1080.jpg

 

The main feature of the new cruisers is their effective armor piercing shells. They have high armor penetration for cruisers, good ballistics, and a short arming threshold, which lowers the number of overpenetrations. These shells will be effective both against cruisers and battleships.

 

These strengths are offset with an average reload time and special accuracy settings: as range increases, shell dispersion grows faster than with other cruisers. 

 

Access to the Surveillance Radar consumable also makes them most effective at medium ranges. 

 

Detailed parameters will be announced shortly. 

 

Please note that the information in the Development Blog is preliminary and subject to change.

 

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French destroyer Marceau, Tier X:

  • Main battery reload time increased from 3.5 to 4.0 s;
  • Torpedo tube reload time increased from 120 to 150 s.
  • Ballistics were changed. Now her shells will need more time to travel the same distance: firing at a range of 7 km, instead of 4.2 seconds, a shell will take 4.67 seconds to reach its target. At a range of 11.4 km, instead of 8.13 seconds, it will take 9.85 seconds. 

 

The destroyer was too strong, especially at long range.

 

European destroyer Klas Horn, Tier IV:

  • Turret traverse speed reduced from 10 to 8 degrees per second;
  • Torpedo tube reload time increased from 55 to 59 s.

 

European destroyer Visby, Tier V:

  • Turret traverse speed reduced from 10 to 8 degrees per second;
  • Torpedo tube reload time increased from 55 to 59 s;
  • Main battery reload time increased from 5.5 to 6.5 s.

 

European destroyer Västerås, Tier VI:

  • Turret traverse speed reduced from 10 to 8 degrees per second;
  • Torpedo tube reload time increased from 55 to 59 s;
  • Main battery reload time increased from 5.5 to 6.5 s.

 

European destroyer Östergötland, Tier IX:

  • Torpedo tube reload time increased from 90 to 100 s;
  • Main battery reload time increased from 2 to 2.3 s.

 

The combination of their effective torpedoes and the parameters of their main caliber guns made European destroyers too strong for their tiers.

 

European destroyer Halland, Tier X:

  • Mid-range AA zone's range reduced from 5 to 4 km
  • Continuous damage of the mid-range AA zone increased from 256 to 263 damage per second
  • Continuous damage of the long-range AA zone increased from 140 to 144 damage per second

 

European destroyer Småland, Tier X:

  • Mid-range AA zone's range reduced from 5 to 4 km;
  • Parameters of the "Engine Boost" consumable are changed:
    • Number of charges increased from 2(3) to 3(4);
    • Reload time reduced from 180(120) to 150(100) s;
    • Action time reduced from 120 to 60 s;
    • Maximum speed bonus increased from +8% to +30%. The ship's maximum speed with the activated consumable will be 45.3 kt.

 

Changes to Småland's and Halland's AA are carried out due to them previously having incorrect parameters.

 

The destroyer received a unique "Engine boost" consumable, which significantly increases its speed for a short period of time. It will increase Småland's efficiency in fighting for key areas and, in case of danger, will allow her to disengage quickly.

 

Japanese battleship Yashima, Tier X:

  • Secondary armament firing range reduced from 7 to 6 km;

 

This change is an adjustment of the ship based on internal testing.

 

British cruiser Cheshire. Tier VIII:

  • Main battery reload time increased from 11.5 to 12.5 s;
  • Detectability ranges were increased:
    • By ships, from 11.9 to 12.1 km;
    • By planes, from 7.39 to 7.51 km;
    • After firing main guns in smoke, from 7.36 to 7.5 km.

 

The latest changes to Cheshire made her too efficient, that is why we are slightly increasing her detectability and reload time.

 

British cruiser London, Tier VI:

  • Continuous damage of the long-range AA zone reduced from 98 to 56 damage per second
  • Continuous damage of the mid-range AA zone increased from 77 to 84 damage per second
  • Continuous damage of the short-range AA zone increased from 130 to 140 damage per second
  • Number of explosions per salvo reduced from 4 to 2;
  • Damage within an explosion reduced from 1,260 to 1,120

 

British cruiser Devonshire, Tier VI:

  • Continuous damage of the long-range AA zone reduced from 95 to 53 damage per second
  • Continuous damage of the mid-range AA zone increased from 151 to 161 damage per second
  • Continuous damage of the short-range AA zone increased from 158 to 165 damage per second
  • Number of explosions per salvo reduced from 4 to 2;
  • Damage within an explosion reduced from 1,400 to 1,120

 

Changes to the AA defense of British cruisers are carried out due to them previously having incorrect parameters.

 

German battleship Odin, Tier VIII:

  • Number of Hitpoints reduced from 62,700 to 52,800.

 

During testing the ship appeared to be very efficient. We reduce Odin's number of hit points to balance her while saving her distinctive features.

 

Please note that the information in the Development Blog is preliminary and subject to change.

https://forum.worldofwarships.eu/topic/130707-st-changes-to-test-ships-and-devonshire/

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3 minutes ago, shonai said:

We continue to test the modified plating for cruisers and Tier VI-VII battleships as well as the updated "Inertia Fuse for HE Shells" skill. Today we would like to tell you about the upcoming changes and the reasoning behind them.

 

We are going to closely monitor the impact of these changes on both the general game balance and the individual battle efficiency of certain ships. If necessary, the IFHE skill and some ships may yet be subject to additional balance corrections to maintain their efficiency. 

 

The main goals we want to achieve with these changes:

  • The interaction between cruisers of the same Tier should be obvious. For example, cruiser HE shells with a caliber of 152 - 155 mm should penetrate the armor of cruisers of the same tier without additional conditions. This will make gameplay on certain cruisers more comfortable and make the "Inertia Fuse for HE Shells" skill optional for them;
  • Increase cruisers' survivability: changes to plating thickness will make cruisers more resistant to battleship salvos if the positioning is correct;
  • Use differences in armor to maintain the uniqueness of cruisers with a gun caliber of 190 mm or more compared to those with a caliber of 139 to 189 mm: the first group of ships will have a central "box" of increased armor plating and the second one will have only an improved deck;
  • Maintain inter-class interaction in its current state: cruisers with 152-155 mm caliber will still not be able to penetrate the plating of same-Tier battleships without the "Inertia Fuse for HE Shells" skill.
  • Rebalance the "Inertia Fuse for HE Shells" skill so that the combination of its positives and negatives affects player choice, thereby making the skill non-essential and encouraging variation in cruiser commander builds.

 

Changelog:

 

The "Inertia fuse for HE shells" skill is changed as follows: 

  • HE shell armor penetration boost will depend on the Tier of the ship.
    • Tier I-VII ships: +25% HE shell armor penetration;
    • Tier VIII-X ships: +30% HE shell armor penetration.
  • Now the skill will reduce the chance to cause fire by 50% instead of subtracting 1% or 3% depending on the caliber. The penalty only affects the basic chance to set fire. Other bonuses, like, for example, from the "Victor Lima" signal or the "Demolition Expert" skill, will increase the chance to set fires in the same way as before.

 

The skill gave a sizable boost without a correspondingly significant penalty, which made it almost mandatory. The new variant will bring the efficiency of the skill back to normal.

 

The rule for calculating armor penetration of all HE and SAP shells was changed: currently, an HE shell will only penetrate armor thicknesses lower than the shell's penetration value. With the change, an HE shell will not only be able to penetrate armor thicknesses that are lower than its penetration value, but also those that are equal to it. In this way, 152 mm shells on a Tier VII cruiser will be able to penetrate 25 mm plating, whereas currently, the penetration is 24 mm.

 

For Tier VIII - X ships with 152-155 mm caliber guns, the rule of 1/5 of the caliber will be applied when calculating their HE shells' armor penetration. The above change will let HE shells of these ships penetrate up to 30 mm of plating on Tier VIII-X cruisers. 

With the changes, cruisers with 152-155 mm guns will be able to penetrate each other's armor without the need for the "Inertia fuse for HE shells" skill.

 

WG_SPB_WoWs_Infographic_table_Supertest_092_Caliber_EN_1920x1080.jpg

 

Changes in the armor plating of cruisers and battleships

 

Changes in plating will increase the survivability of cruisers: if positioned properly, they will become more resistant to battleship fire at range, because AP shells hitting at an acute angle will ricochet off the plating. Tier X cruisers already benefit from this. Meanwhile, cruisers with guns of a 190 mm caliber and higher will have their hull and deck armor increased, and cruisers with smaller caliber guns will only have the central part of the deck armor increased, which is done to emphasize the difference between light and heavy cruisers.

 

Detailed values of the thickness of cruisers' armor plating are available in the table at the end of the text.

 

Due to the change of the rule for calculating armor penetration of all the HE and SAP shells, the plating of Tier VI-VII battleships is changed to 26 mm - so that interclass interaction remains unchanged.

 

Please note: the table shows the minimum plating thickness for each tier! 

WG_SPB_WoWs_Infographic_table_Supertest_092_EN_1920x1080.jpg

Please note that the information in the Development Blog is preliminary and subject to change.

 

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6 minutes ago, MrConway said:

 

There are definitely things to improve with the current scenario system, but currently we are investing those resources elsewhere.

 

We do want to have the current operations working though and will be removing Narai from the client with 0.9.1 for 1-2 updates until we have the bugs with the AI ironed out. We'll keep you posted.

 

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2 minutes ago, shonai said:

We've already announced the new Soviet cruiser subbranch and its features, and today we would like to share the stats of the new ships.

 

Changes to researchable Soviet cruisers:

  • Updated stock hull geometry and visuals for the cruisers Budyonny, Shchors, and Dmitri Donskoi, as well as their AA and secondary guns composition;
  • Dmitri Donskoi's researchable hull B will no longer be available.

 

Features of the Soviet heavy cruisers:

  • Effective armor piercing shells: They have high armor penetration for cruisers, good ballistics, and a short fuse arming time (0.022 seconds), which lowers the number of overpenetrations. These shells also have improved ricochet angles: it is possible starting from 55 degrees and guaranteed from 65 degrees;
  • These strengths are offset with an average reload time and special accuracy settings: at long ranges, the dispersion ellipse of the new sub-branch ships is bigger than that of other cruisers;
  • A combination of their accuracy settings and a Surveillance Radar consumable with a 12 km range makes the new cruisers most effective at medium ranges.

 

Soviet cruiser Tallin, Tier VIII

 

WG_SPB_WoWs_screenshots_tallin_EN_1920x1

Hit points – 45,000. Plating - 25 mm.
Main battery - 4x3 180 mm.
Firing range - 17.7 km. Dispersion at this range - 155 m.
Sigma – 2.00.
Maximum HE shell damage – 2,500. Chance to cause fire – 11%. HE shell initial velocity - 920 m/s.
Maximum AP shell damage - 4,550. AP initial velocity - 920 m/s.
Reload time - 13.5 s.
180 degree turn time - 22.5 s. 

 

Torpedo tubes - 2x5 533 mm.
Maximum damage - 17,933.
Range - 4.0 km. Speed - 65 kt.
Reload time - 131 s.
Launcher 180 degree turn time – 7.2 s.
Torpedo detectability - 1.2 km.

 

AA defense: 8x4 45.0 mm, 6x2 100.0 mm.
Mid-range AA defense: continuous damage per second - 287, hit probability - 90 %, action zone 0.1-3.5 km;
Long-range AA defense: continuous damage per second - 147, hit probability - 90 %, action zone 0.1-5.8 km;
Number of explosions in a salvo - 6, damage within an explosion - 1,400, action zone 3.5-5.8 km.

 

Maximum speed - 33.1 kt. Turning circle radius - 900 m. Rudder shift time – 10.9 s.
Surface detectability – 12.2 km. Air detectability – 7.5 km. Detectability after firing main guns in smoke – 6.4 km.

 

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Hydroacoustic Search/Defensive AA fire
Slot 3 - Surveillance Radar

 

Soviet cruiser Riga, Tier IX

 

WG_SPB_WoWs_screenshots_riga_EN_1920x108

 

Hit points – 50,500. Plating - 25 mm.
Main battery - 3x3 220 mm.
Firing range - 18.0 km. Dispersion at this range - 157 m.
Sigma – 2.05.
Maximum HE shell damage – 3,050. Chance to cause fire – 14%. HE shell initial velocity - 985 m/s.
Maximum AP shell damage - 6,250. AP shell initial velocity - 985 m/s.
Reload time - 14.0 s.
180 degree turn time - 32.7 s. 

 

AA defense: 6x2 130.0 mm, 6x4 37.0 mm, 12x2 37.0 mm.
Mid-range AA defense: continuous damage per second - 319, hit probability - 90 %, action zone 0.1-3.5 km;
Long-range AA defense: continuous damage per second - 112, hit probability - 90 %, action zone 0.1-6.0 km;
Number of explosions in a salvo - 5, damage within an explosion - 1,610, action zone 3.5-6.0 km.

 

Maximum speed - 33.5 kt. Turning circle radius - 920 m. Rudder shift time – 11.5 s.
Surface detectability – 14.0 km. Air detectability – 7.9 km. Detectability after firing main guns in smoke – 8.7 km.

 

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

 

Soviet cruiser Petropavlovsk, Tier X

 

WG_SPB_WoWs_screenshots_petropavlovsk_EN

 

Hit points – 55,800. Plating - 25 mm.
Main battery - 3x3 220 mm.
Firing range - 18.4 km. Dispersion at this range - 160 m.
Sigma – 2.05.
Maximum HE shell damage – 3,050. Chance to cause fire – 14%. HE shell initial velocity - 995 m/s.
Maximum AP shell damage - 6,350. AP shell initial velocity - 995 m/s.
Reload time - 13 s.
180 degree turn time - 32.7 s. 

 

AA defense: 6x2 130.0 mm, 6x4 57.0 mm.
Mid-range AA defense: continuous damage per second - 249, hit probability - 90 %, action zone 0.1-4.0 km;
Long-range AA defense: continuous damage per second - 196, hit probability - 90 %, action zone 0.1-6.6 km;
Number of explosions in a salvo - 8, damage within an explosion - 1,820, action zone 3.5-6.6 km.

 

Maximum speed - 32.5 kt. Turning circle radius - 990 m. Rudder shift time – 12.1 s.
Surface detectability – 14.4 km. Air detectability – 8.3 km. Detectability after firing main guns in smoke – 9.0 km.

 

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

 

Soviet cruiser Kotovsky, Tier V

 

WG_SPB_WoWs_screenshots_kotovsky_EN_1920

 

Kotovsky will take Kriov's place in the Soviet light cruiser branch. This ship is at an early stage of testing, so her concept is still under development and characteristics will change.

 

Hit points – 25,700. Plating - 13 mm.
Main battery - 4x2 152 mm.
Firing range - 15.8 km. Dispersion at this range - 142 m.
Sigma – 2.00.
Maximum HE shell damage – 2,150. Chance to cause fire – 8%. HE shell initial velocity - 880 m/s.
Maximum AP shell damage - 3150. AP shell initial velocity - 880 m/s.
Reload time - 9.0 s.
180 degree turn time - 22.5 s. 

 

Torpedo tubes - 2x3 533 mm.
Maximum damage - 14,400.
Range - 8.0 km. Speed - 55 kt.
Reload time - 69 s.
Launcher 180 degree turn time – 7.2 s.
Torpedo detectability - 1.1 km.

 

AA defense: 4x1 12.7 mm, 6x1 37.0 mm, 6x1 100.0 mm.
Short-range AA defense: continuous damage per second - 46, hit probability - 85 %, action zone 0.1-1.5 km;
Mid-range AA defense: continuous damage per second - 88, hit probability - 90 %, action zone 0.1-3.2 km;
Long-range AA defense: continuous damage per second - 32, hit probability - 90 %, action zone 0.1-4.0 km;
Number of explosions in a salvo - 1, damage within an explosion - 910, action zone 3.5-4.0 km.

 

Maximum speed - 35.5 kt. Turning circle radius - 850 m. Rudder shift time – 7.4 s.
Surface detectability – 11.0 km. Air detectability – 5.8 km. Detectability after firing main guns in smoke – 5.0 km.

 

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Hydroacoustic Search
Slot 3 - Fighter/Spotting Aircraft

 

Soviet cruiser Alexander Nevsky, Tier X

 

WG_SPB_WoWs_screenshots_al_nevsky_EN_192

 

This cruiser, armed with torpedoes and quick-firing 180 mm guns, is an evolution of the cruiser Dmitri Donskoi in the Soviet light cruiser branch.

 

Hit points – 50,900. Plating - 25 mm.
Main battery - 4x2 180 mm.
Firing range - 19.0 km. Dispersion at this range - 164 m.
Sigma – 2.00.
Maximum HE shell damage – 2500. Chance to cause fire – 13%. HE shell initial velocity - 1,000 m/s.
Maximum AP shell damage - 4450. AP shell initial velocity - 1,000 m/s.
Reload time - 6.0 s.
180 degree turn time - 18.0 s. 

 

Torpedo tubes - 2x5 533 mm.
Maximum damage - 14,400.
Range - 8.0 km. Speed - 60 kt.
Reload time - 131 s.
Launcher 180 degree turn time – 7.2 s.
Torpedo detectability - 1.2 km.

 

AA defense: 6x2 100 mm, 6x4 57.0 mm.
Mid-range AA defense: continuous damage per second - 255, hit probability - 90 %, action zone 0.1-4.0 km;
Long-range AA defense: continuous damage per second - 179, hit probability - 90 %, action zone 0.1-5.8 km;
Number of explosions in a salvo - 8, damage within an explosion - 1,470, action zone 3.5-5.8 km.

 

Maximum speed - 36.0 kt. Turning circle radius - 940 m. Rudder shift time – 11.5 s.

Surface detectability – 13.3 km. Air detectability – 8.4 km. Detectability after firing main guns in smoke – 7.3 km.

 

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

 

Soviet cruiser Mikoyan, Tier V

 

WG_SPB_WoWs_screenshots_mikoyan_EN_1920x

 

Equipped with 180 mm guns, Mikoyan will follow the concept of the Soviet heavy cruisers and will have effective armor piercing shells but a relatively long reload time and special accuracy settings. This ship is at an early stage of testing, so her concept is still under development and characteristics will change.

 

Hit points – 21,000. Plating - 13 mm.
Main battery - 3x2 180 mm.
Firing range - 16.2 km. Dispersion at this range - 145 m.
Sigma – 2.00.
Maximum HE shell damage – 2,500. Chance to cause fire – 13%. HE shell initial velocity - 800 m/s.
Maximum AP shell damage - 4,100. AP shell initial velocity - 800 m/s.
Reload time - 13.5 s.
180 degree turn time - 22.5 s. 

 

Torpedo tubes - 2x3 533 mm.
Maximum damage - 14,400.
Range - 8.0 km. Speed - 55 kt.
Reload time - 70 s.
Launcher 180 degree turn time – 7.2 s.
Torpedo detectability - 1.1 km.

 

AA defense: 6x1 37 mm, 4x1 100 mm.
Mid-range AA defense: continuous damage per second - 91, hit probability - 90 %, action zone 0.1-3.2 km;
Long-range AA defense: continuous damage per second - 25, hit probability - 90 %, action zone 0.1-4.0 km;
Number of explosions in a salvo - 1, damage within an explosion - 910, action zone 3.5-4.0 km.

 

Maximum speed - 35.5 kt. Turning circle radius - 830 m. Rudder shift time – 5.9 s.
Surface detectability – 11.0 km. Air detectability – 5.8 km. Detectability after firing main guns in smoke – 5.6 km.

 

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Hydroacoustic Search
Slot 3 - Fighter/Spotting Aircraft

 

Soviet cruiser Voroshilov, Tier V

 

WG_SPB_WoWs_screenshots_voroshilov_EN_19

 

Voroshilov is a copy of Kirov's stock hull, intended to test possible changes to the ship for when her status changes from researchable to premium.

 

Hit points – 26,200. Plating - 13 mm.
Main battery - 3x3 180 mm.
Firing range - 16.3 km. Dispersion at this range - 146 m.
Sigma – 2.00.
Maximum HE shell damage – 2,500. Chance to cause fire – 13%. HE shell initial velocity - 800 m/s.
Maximum AP shell damage - 4100. AP shell initial velocity - 800 m/s.
Reload time - 12.5 s.
180 degree turn time - 22.5 s. 

 

Torpedo tubes - 2x3 533 mm.
Maximum damage - 14,400.
Range - 4.0 km. Speed - 64 kt.
Reload time - 70 s.

Launcher 180 degree turn time – 7.2 s.
Torpedo detectability - 1.3 km.

 

AA defense: 4x1 12.7 mm, 6x1 45 mm, 6x1 100 mm.
Short-range AA defense: continuous damage per second - 53, hit probability - 85 %, action zone 0.1-1.5 km;
Mid-range AA defense: continuous damage per second - 39, hit probability - 90 %, action zone 0.1-2.5 km;
Long-range AA defense: continuous damage per second - 35, hit probability - 90 %, action zone 0.1-4.0 km;
Number of explosions in a salvo - 1, damage within an explosion - 910, action zone 3.5-4.0 km.

 

Maximum speed - 35.5 kt. Turning circle radius - 860 m. Rudder shift time – 7.8 s.
Surface detectability – 14.2 km. Air detectability – 6.4 km. Detectability after firing main guns in smoke – 8.0 km.

 

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Hydroacoustic Search
Slot 3 - Spotting Aircraft

 

Soviet cruiser Ochakov, Tier VIII

 

WG_SPB_WoWs_screenshots_ochakov_EN_1920x

 

Ochakov is a support cruiser with low detection, torpedoes with a 10 km range and solid choice of consumables in separate slots. However, she has not the best survivability and relatively low damage per minute.

 

Hit points – 30,200. Plating - 16 mm.
Main battery - 4x2 152 mm.
Firing range - 15.2 km. Dispersion at this range - 138 m.
Sigma – 2.00.
Maximum HE shell damage – 2,200. Chance to cause fire – 12%. HE shell initial velocity - 950 m/s.
Maximum AP shell damage - 3,300. AP shell initial velocity - 950 m/s.
Reload time - 6.5 s.
180 degree turn time - 13.8 s. 

 

Torpedo tubes - 2x5 533 mm.
Maximum damage - 15,100.
Range - 10 km. Speed - 56 kt.
Reload time - 131 s.
Launcher 180 degree turn time – 7.2 s.
Torpedo detectability - 1.1 km.

 

AA defense: 6x4 57 mm, 4x2 152 mm.
Mid-range AA defense: continuous damage per second - 270, hit probability - 90 %, action zone 0.1-4.0 km;
Long-range AA defense: continuous damage per second - 60, hit probability - 90 %, action zone 0.1-5.8 km;
Number of explosions in a salvo - 3, damage within an explosion - 1,610, action zone 3.5-5.8 km.

 

Maximum speed - 35 kt. Turning circle radius - 750 m. Rudder shift time – 8.2 s.
Surface detectability – 11.5 km. Air detectability – 7.2 km. Detectability after firing main guns in smoke – 5.4 km.

 

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Defensive AA fire
Slot 3 - Surveillance Radar
Slot 4 - Hydroacoustic Search

 

Soviet cruiser Petr Bagration, Tier VIII

 

WG_SPB_WoWs_screenshots_bagration_EN_192

 

Bagration combines features of light and heavy Soviet cruisers. From the former, she received standard accuracy settings and HE shells, from the latter - effective AP shells. Besides that, her torpedoes have 8 km range. However the cruiser has not the greatest damage per minute due to having 9 guns and 12.5 s reload.


Hit points – 42,000. Plating - 25 mm.
Main battery - 3x3 180 mm.
Firing range - 18.0 km. Dispersion at this range - 157 m.
Sigma – 2.00.
Maximum HE shell damage – 2,500. Chance to cause fire – 13%. HE shell initial velocity - 920 m/s.
Maximum AP shell damage - 4,550. AP shell initial velocity - 930 m/s.
Reload time - 12.5 s.
180 degree turn time - 22.5 s. 

 

Torpedo tubes - 2x5 533 mm.
Maximum damage - 14,400.
Range - 8.0 km. Speed - 55 kt.
Reload time - 131 s.
Launcher 180 degree turn time – 7.2 s.
Torpedo detectability - 1.3 km.

 

AA defense: 4x4 25 mm, 8x2 100 mm, 8x2 45 mm.
Short-range AA defense: continuous damage per second - 70, hit probability - 85 %, action zone 0.1-3.1 km;
Mid-range AA defense: continuous damage per second - 158, hit probability - 90 %, action zone 0.1-3.5 km;
Long-range AA defense: continuous damage per second - 189, hit probability - 90 %, action zone 0.1-5.8 km;
Number of explosions in a salvo - 6, damage within an explosion - 1,330, action zone 3.5-5.8 km.

 

Maximum speed - 34.5 kt. Turning circle radius - 890 m. Rudder shift time – 10.5 s.
Surface detectability – 12.6 km. Air detectability – 7.4 km. Detectability after firing main guns in smoke – 6.7 km.

 

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Hydroacoustic Search/Defensive AA fire

 

All stats are listed without crew and upgrade modifiers but with the best available modules. Stats are subject to change during testing. Please note that the information in the Development Blog is preliminary and subject to change.

 

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