Jump to content
Forum Shutdown 28/7/2023 Read more... ×
You need to play a total of 50 battles to post in this section.
LilJumpa

Interessante Infos aus aller Welt - Infothread (keine Diskussion)

6,872 comments in this topic

Recommended Posts

[PUPSI]
Freibeuter
15,160 posts
Vor 2 Stunden, Makoniel sagte:

Commanders !
We’re sharing the details of the upcoming Season 7 of Ranked Battles and Season 17 of Clan Battles.

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

Zitat
18.04.2022 14:00
  • Development Blog

Ranked Battles Season 7 and Clan Battles Season 17 — Closed Test 0.11.4

We’re sharing the details of the upcoming Season 7 of Ranked Battles and Season 17 of Clan Battles.

 

Ranked Battles Season 7

A new Ranked battles season will run from May 18th to July 12th. It will last for 2 updates and will be divided into 4 Sprints, each lasting 2 weeks.

In Season 7, battles in all leagues will take place in a 6 vs. 6 format on Tier VIII and IX ships. The leagues will differ in the rules for saving a star:

  • Bronze league — the stars are retained by the first two places by experience on a battle’s losing team;
  • In Silver — only the first place;
  • In Gold — stars cannot be saved upon defeat.

These changes will highlight the progressive level of competitiveness in each league.

The number of stars required to reach Rank 1 will be revised so that the number of battles required to reach it, on average, does not change.

 

Clan Battles Season 17: Caiman

We recently announced the 17th season of Clan Battles.

The season will run from May 25 to July 11 on Tier X ships and superships in a 7 vs. 7 format. 

A team cannot have more than one battleship and two superships. Aircraft carriers, as well as X Petropavlovsk and X Kléber are not allowed to participate in the season.

 

Today we are ready to announce the maps on which the battles will take place: "Sea of Fortune", "Tears of the Desert", "Mountain Range", "Neighbors", " Warrior's Path", "Loop" and "Greece". Battles on all maps will be held in Domination mode.

Spoiler

phpnNdIJJphpOlclaJphpCcJhACphpjcdElfphpllplHNphpKakKJBphpCJAnkn

 

 

  • Cool 5

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts

https://eu.wargaming.net/support/de/products/wows/hot-issues/34987/

 

Zitat

Liebe Spieler!

 

Wir haben die Möglichkeit geschaffen, Spielkonten in eine andere Region transferieren zu können. Spieler, die in ein Land in einer anderen Region umgezogen sind oder die sich ursprünglich auf einem Server außerhalb ihrer Region registriert und dort gespielt haben, können jetzt den Server wechseln und das Spiel weiterhin genießen.

 

Füllt für den Transfer eures Konto einen Antrag beim Spieler-Support aus und fügt einen Nachweis eures tatsächlichen Wohnorts in einer anderen Region und eure Identifikationsdaten bei.

 

So ein Transfer ist ein komplizierter technischer Vorgang mit einer Reihe von Beschränkungen. Es können nur World-of-Warships-Spielkonten transferiert werden. Alle Einzelheiten zum Kontotransfer sind unten aufgeführt.

...

 

  • Cool 3

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 21 Minuten, YabbaCoe sagte:

Commanders!

Find out how credits and XP earnings will change for Superships.

 

Read more

 

 

Zitat
20.04.2022 12:00
  • Development Blog

Changes to Supership Economy — Update 0.11.3

Find out how credits and XP earnings will change for Superships.

 

After the release of Update 0.11.3, initial statistics showed that the rate at which Superships earn XP and credits does not correspond to what was originally planned. The economy of Superships was designed around the assumption that they would mostly be facing Tier IX and X ships in battle, but the actual number of Superships that appeared on the server was enough to form full battles with a higher number of superships than anticipated, which, in turn, led to a general increase in their earnings. To address this, we’ve planned the following changes to their economy:

  • Now, Supership credit earnings will be on a similar level to Tier X ships, as originally planned.
  • The amount of XP earned by Superships has been reduced. Now, they gain 17% more XP than Tier X ships (down from 27%).
  • The amount of XP gained by Super carriers for dealing damage was reduced. Now, it’s similar to Tier X carriers, which will eliminate excessive experience gains by this type of Superships.
  • The amount of XP and credits earned by Super battleships has been increased. Now, their income is similar to that of other types of Superships.

These changes will be applied to all World of Warships live servers within 24 hours.

We will continue to monitor the economy of Superships and make further adjustments if deemed necessary.

 

  • Cool 3
  • Bad 1

Share this post


Link to post
Share on other sites
Players
1,156 posts

Azur Lane

Als Teil der nächsten Phase in der Zusammenarbeit mit Azur Lane wird World of Warships Folgendes einführen:

  • Die Schiffe flag_Russia_6ce701e1c2f2ac3909a68a0a7b23 premium_1114542bcd311c388080eea3a4d54a7eIII AL Aurora und flag_Japan_740b57e1da9b5d3fe46b61e09e3dc premium_1114542bcd311c388080eea3a4d54a7eIX AL Azuma
  • Die besonderen permanenten Tarnungen „Azur Lane: New Jersey“ für die flag_USA_dd9fc06d19a8638f4077ab2fe200d22 standard_1468cf2ed1dc129ec4db4d9d18306bdIX Iowa, „Azur Lane: Formidable“ für die flag_United_Kingdom_c1f75d7cca85dc4b4820 premium_4516ee494bb0396e51796cebff5e45c3VIII Indomitable und „Azur Lane“ für die flag_Japan_740b57e1da9b5d3fe46b61e09e3dc standard_9f372d47b4fa5b5bbd79a3aaac816cbVIII Shōkaku
  • Die Kapitäne Bismarck, Zara, Tschapaew, Saint-Louis, Formidable und New Jersey
  • Die Andenkenflaggen „Azur Lane — Aurora“ und „Azur Lane  Azuma“
  • Überarbeitete Inhalte der Premiumcontainer „Azur Lane“:
    • 6 verbrauchbare Tarnungen „Azur Lane — Sirene
    • Eine Kapitänin mit 10 Fertigkeitspunkten: Dunkerque, Jean Bart, Saint-Louis, Prinz Eugen, Roon, Admiral Hipper, Bismarck, Littorio, Zara, Shōkaku, Yukikaze, Azuma, Yat Sen, Sowjetskaja Rossija, Avrora, Tschapaew, Belfast, Nelson, Hood, Neptune, Formidable, Baltimore, Enterprise, Cleveland, Montpelier oder New Jersey
    • 12 Spezialsignale des gleichen Typs (Basilisk, Wyvern, Hydra, Drache, Roter Drache, Leviathan, Scylla oder Ouroboros)
 
 
 
 
 
 
 
 

Befinden sich noch Premiumcontainer „Azur Lane“ auf Konten von Spielern, werden ihre Inhalte mit dem Release von Update 0.11.4 entsprechend aktualisiert.

Nähere Informationen über die Zusammenarbeit geben wir zu einem späteren Zeitpunkt bekannt.

  • Bad 1

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 12 Minuten, YabbaCoe sagte:

Commanders!

Previously, we announced our plan to detach economic bonuses from visual customizations, as well as update the way economic bonuses are working. Now, we're ready to share the details.

 

Read more

 

Zitat
21.04.2022 14:00
  • Development Blog

Separating economic bonuses from visual customizations

Previously, we announced our plan to detach economic bonuses from visual customizations, as well as update the way economic bonuses are working. Now, we're ready to share the details.

We realize that this is no small change and that you'll likely have some questions, so we'll be making another publication with answers soon after this one is published.

 

Almost 7 years have passed since the game's release, and one of the most important components of World of Warships — the economy — has remained largely unchanged. Over time, we've drawn up a long list of things that could be improved or changed. When we started working on the popular idea of separating the economic bonuses from the visuals, we realized that this entailed many other changes.

We plan to release this update in late summer or early fall, but you can check out all the details now.

Below you will find:

  • The main goals of the update;
  • Key information;
  • Details of the change;
  • A conversion calculator to estimate how the transition will affect you;
  • Examples of the usage of bonuses and a battle rewards calculator to compare earnings before and after the change;
  • Conversion rules describing how the process works in detail;
  • Some explanations of other minor changes.

The main goals of the update

The basic principle is that, in total, your economic earnings will not be negatively affected — in some cases, you'll even get more. The main goals of the update are the following:

  • Give the ability to select economic bonuses and camouflages independently of each other;
  • Simplify the management of economic bonuses;
  • Make the transition from the old system to the new one as comfortable as possible;
  • Keep the current state of the game's economy with regard to costs and earnings.

Besides that, we're improving the interface, bonus management, stock display, and more.

Key changes

This is a short list of key changes. If you're interested in more details about these and others, you can find them in other sections below.

phpAJBfgC

  • Economic bonuses from camouflages and signals become separate entities. Choosing a camouflage only affects visuals;
  • Bonus to XP does not affect Free XP and Commander XP. At the same time, however, all bonuses are increased accordingly;
  • Basic Free XP earnings are doubled;
  • Economic bonuses from permanent camouflages are purchased separately and are permanently active for a ship if present. Expendable bonuses can also now be added on top of permanent ones.
  • In order to simplify the system, only one economic bonus per resource (credits, Free XP, Commander XP, XP) can be used at a time. The values of the bonuses are designed in such a way that they can duplicate even the most profitable combinations from the current system;
  • Instead of lowering the service cost, permanent camouflages give a credit bonus that makes it so that the average income is either unchanged or increased;
  • The service cost for researchable Tier IX ships is reduced from 120,000 to 115,000 credits, for researchable Tier X ships — from 180,000 to 150,000 credits.
  • To account for the changes to bonuses that lower service cost, in Co-op battles, the default service cost will be reduced by 6.7%, and credits earned increased by 12.5%;
  • All camouflages affect only a ship's appearance;
  • In order to make camouflages an exclusively visual customization, their combat bonuses are also separated from them. The 3% detectability range by sea bonus previously present on all camouflages is now built into the default parameters of all ships. The 4% increase of dispersions of shells fired by enemies attacking your ship will be entirely removed;
  • Most of the expendable camouflages you have or will receive will also be purchasable for credits;
  • The number of expendable items in your inventory is displayed including those that are already mounted on ships.

Details of the change

Values of expendable bonuses

Depending on type, bonuses can have the following values:

Credits

XP

Commander XP

Free XP

+20% +100% +100% +300%
+40% +200% +200% +600%
+160% +800% +800% +2400%
+320% +1600% +1600% +7200%

Bonuses from the last row will be especially rare. They can be compared to using all the available signals and best camouflages in the current system, and such bonuses to credits and XP were previously impossible and would be very rare to obtain.

Auto-resupply and auto-purchase

We separated these two concepts to make it more convenient to use large stocks of bonuses. Auto-resupply, i.e. the automatic assignment of the same bonus instead of the used one (if it is present), will always be enabled. Doubloons are not used in this case.

You can enable auto-replenishment at your will — the used bonuses of the first two values (e.g. +20% and +40% credits) and camouflages will be automatically purchased. 

Economic bonuses

  • Economic bonuses from camouflages and signals become separate entities. Camouflages can be used separately from these bonuses;
  • Each bonus increases the income of only one resource (for example, only XP or only Commander XP);
  • Economic bonuses from permanent camouflages now work for a ship whenever you own it for that ship;
  • The permanent economic bonus is obtainable and works independently from the camouflage;
  • One expendable bonus of each type (credits, Free XP, Commander XP, XP) can be used at the same time as the permanent economic bonus;
  • The service cost reduction from expendable camouflages and signals was replaced by a temporary resource which is exchanged for other economic bonuses during several versions after the release of the change;
  • Service cost reduction from permanent camouflages is replaced with such a bonus to credits that the average income either won't change or will become bigger.

XP

In the current system, the XP bonus increases the amount of both Free and Commander XP. This makes it difficult to calculate and decide which bonuses to use, so with the release of the change, the XP bonus will no longer have an effect on Free and Commander XP. To ensure that the maximum possible earnings of these resources are not changed, all economic bonuses in the new system are increased accordingly. 

In addition, the base amount of Free XP gained is increased from 5% to 10%. 

In the sections below you can see examples of how the profitability will change with the release of the change, and if you want, you can use the calculator to compare the current and new systems yourself.

Service cost reduction bonuses

The service cost reduction bonus is at its core a bonus to credits, but its value depends greatly on the Tier of the ship it is used on. For example, the India Bravo Terrathree signal reduces the service cost by 10% and can be sold in the Inventory for 3,000 credits. The service cost for ships of Tiers lower than VII is less than 30,000 credits (for example, 23,000 for Tier VI), so instead of using this signal on these ships, it is actually more profitable to sell it. The necessity to check whether an economic bonus is worth using on a ship is a noticeable inconvenience of the current service cost reduction bonus. To simplify the system and increase the benefits for players, we decided to remove or replace this bonus.

Service cost reduction bonuses on permanent camouflages will be replaced by an equivalent bonus to credit earnings, and at Tiers below IX, it will be noticeably more profitable. Also, the service cost of Tier IX and X researchable ships will be reduced, and the credit earnings in Co-op will be slightly increased. 

On average, earnings with a permanent bonus on Tier IX - X ships won't change, and on ships of lower Tiers they will increase. At the same time, they are even higher when playing well in battle. This makes the new system friendlier both for new players and for those who have been playing World of Warships for a long time.

Exchange of "big" bonuses into "small" ones

During the conversion process, we're trying to give more big bonuses, even though it may reduce the total number of them on the account compared to the number of signals and camouflages. However, if you prefer to use smaller bonuses more often instead of big bonuses, you will be able to exchange big bonuses for smaller ones in the Inventory for some time after the change is released. The exchange is happening in such a way that you will keep the total bonus value. For example +7,200% to free XP can be split into 3 +2,400%, each of them splits into 4 +600% bonuses and lastly each of these - into 2 +300% bonuses. Bonuses can be exchanged only into the values existing in the new system, so for example, +100% to XP can't be split into two +50%.

Permanent camouflages and bonuses

After the release of the change, permanent camouflages and permanent economic bonuses can be purchased separately. The economic bonus will cost slightly less than the cost of permanent camouflage now. At the same time:

  • The first permanent camouflage that you will buy for a researchable ship in the "Exteriors" tab in port will be discounted;
  • The total cost of the bonus and the first permanent camouflage will be equal to the current cost of the permanent camouflage;
  • All subsequent permanent camouflages for the same ship will cost the same as they do now.

For example, if you have Yamato without any permanent camouflages or economic bonuses:

  • A permanent economic bonus will cost 4,800 doubloons;
  • The first permanent camouflage that you purchase in the "Exteriors" tab would be discounted by 4,800 doubloons. For example, Scorpioid will cost 3,200 doubloons and Type 20 - 200 doubloons;
  • The second and all subsequent permanent camouflages will have the same cost as they do now: Scorpioid will cost 8,000 doubloons, Type 20 - 5,000 doubloons.

The change will retain the value of the permanent camouflages and economic bonuses that players already have, and allow them to get their first permanent camouflage noticeably cheaper.

Conversion calculator

To show how the conversion system would work for you personally, we have prepared a calculator that you can use now.

  • Copy the table to make your changes.
  • On the first page, in the column highlighted in orange, enter the number of signals of the specified type.
  • On the second page, enter the number of camouflages of the specified types that you have.
  • The results of the conversion are shown on the first page in the "Total" column. 

Keep in mind that this conversion will give you slightly more bonuses, because the signals and camouflages mounted on the ships will also be taken into account. In addition, to accommodate for possible inconveniences of the transition to the new system, you will get one bonus of each type and value irrespective of your total amount of bonuses, for a total of 16 extra bonuses.

Later, in a second publication about this change, we plan to publish a portal version of the calculator which pulls the data about your belongings directly from your account. 

Changes in rewards

This change and the addition of a new entity entails a change to all rewards in the game: in combat missions, campaigns, operations, and collections, economic and special signals are replaced by bonuses, and camouflages will be supplemented by boosters. 

The contents of all containers that had signals or camouflages in them will also change.

Examples and rewards calculator

You can try out different combinations of economic bonuses yourself and compare the current and new system in the calculator.

  • Copy the table to make changes.
  • In the "Input" blocks, you can specify which bonuses you use. 

All examples below, for simplicity, are calculated for a battle in which you get 100,000 credits and 1,000 base experience. Permanent bonuses and premium accounts are not considered. 

No economic bonuses

Without using bonuses you will get twice as much free experience in the new system

  XP Commander XP Free XP Credits
Current system 1 000 1 000 50 100 000
New system 1 000 1 000 100 100 000

Economic signals, simple camouflage

If you use Equal Speed Charlie London, Papa Papa, Zulu Hotel and Zulu signals, and Sci-Fi Space camouflage in the current system, they will be converted to the following bonuses: 

  • XP: +200%;
  • Commander XP: +200%, +800%;
  • Free XP: +300%, +600%
  • Credits: +40%.

If you use the best of these bonuses, you will gain more credits and all types of experience in the new system. In addition, you will still have bonuses of +200% to commander XP and +300% to free XP to be used in another battle.

  XP Commander XP Free XP Credits

Current system:

Equal Speed Charlie London, Papa Papa, Zulu Hotel and Zulu signals + Sci-Fi Space camouflage

2 500 4 000 500 120 000

New system:

+200% XP, +800% Commander XP, +600% Free XP, +40% credits

3 000 9 000 700 140 000

Full set of economic and special signals, simple camouflage

If you use all economical and special signals and Sci-Fi Space camouflage in the current system, they will be converted to the following bonuses: 

  • XP: +200%, +800%;
  • Commander XP: +800%, +1600%;
  • Free XP: +300%, +7200%
  • Credits: +160%.

If you use the best of these bonuses, you will gain more credits and all types of experience in the new system. In addition, you will still have bonuses of +200% to XP, +300% to free XP and +800% to commander XP to be used in another battle.

  XP Commander XP Free XP Credits

Current system:

All economic and special signals + Sci-Fi Space camouflage

5 750 14 080 4 678 245 000

New system:

+800% XP, +1600% Commander XP, +7200% Free XP, +160% credits

9 000 17 000 7 300 260 000

 

Full set of economic and special signals, Mosaic camouflage

If you use all economic and special signals and Mosaic camouflage in the current system, they will be converted to the following bonuses: 

  • XP: two +800%;
  • Commander XP: +800%, +1600%;
  • Free XP: +2400%, +7200%
  • Credits: +160%.

If you use the best of these bonuses, you will gain more credits and all types of experience in the new system. In addition, you will still have bonuses of +800% to XP, +2400% to free XP and +800% to commander XP to be used in another battle.

  XP Commander XP Free XP Credits

Current system:

All economic and special signals + Mosaic camouflage

8 750 16 080 7 118 245 000

New system:

+800% XP, +1600% Commander XP, +7200% Free XP, +160% credits

9 000 17 000 7 300 260 000

 

Detailed conversion rules

You can read more about how your items will be converted into new bonuses below.

 

Conversion rules

Spoiler

With the release of the change, economic bonuses from camouflages and signals become separate entities. The rules are slightly different for permanent camouflages, expendable camouflages, and signals.

Permanent Camouflages.

When the change comes out, you will get permanent bonuses with the best available values of your permanent camouflages for a particular ship.

  • Any bonuses worse than the standard ones for a Tier are upgraded to them.
  • Post-battle service cost reduction bonus is replaced with credits bonus: for each 2% of the service cost reduction you get +1% credits instead.
  • If a camouflage did not have a bonus to free XP, or commander XP, but had a bonus to XP, then you will receive not only a bonus to XP, but also bonuses to other types of XP. This is done for the reason that now bonuses to different XP types are not related to each other.
  • Permanent camouflage for superships is a special case: it will give +200% XP, +200% commander XP and +100% Free XP.

For example. if you have the Type 17 permanent camouflage (Post-Battle Service Cost -10%; XP per battle +50%; Free XP +50%) for Gadjah Mada, you will receive the following permanent bonus for the ship:

+5% credits;
+50% commander XP;
+50% XP;
+50% free XP

Expendable camouflages

Camouflages will remain on accounts and will influence only the visuals, and:

  • Combat bonuses will be removed;
  • Base detectability of all ships by sea will be reduced by 3%;
  • Bonus that increases enemy shells' dispersion by 4% will be removed;
  • Economic bonuses will become separate entities.

What bonuses you get depends on the specific camouflage. That said, the general rules are as follows:

  • The XP per battle bonus is converted to either the same or the nearest larger one. For example, +100% will become a +100% bonus, and a +125% bonus will become +200%;
  • Final bonuses to Commander XP are calculated from the direct bonuses to that type of XP, as well as from standard XP bonuses. For example, if camouflage gives +50% XP per battle and +100% Commander XP, it gives +150% Commander XP in the current system. The closest bonus in the new system is +200% Commander XP, so that would be the bonus given.
  • The bonuses to free XP are also calculated from the direct bonuses to this type of XP and standard XP, taking into account the fact that basically free XP will be given twice as much.
  • If a camouflage did not have a bonus to free XP, or commander XP, but had a bonus to XP, then you will receive not only a bonus to XP, but also bonuses to other types of XP. This is done for the reason that now bonuses to different XP types are not related to each other.
  • The bonus to credits is converted to either the same or the nearest larger one. For example, +30% to credits will become a +40% bonus.

Signals

In the current system, you can use several expendable bonuses of the same type at the same time, and the new system allows you to use only one for simplicity's sake. To retain the ability to reach high bonus values, the conversion will be done as follows:

1. First, the player's account is checked for the maximum possible bonuses of a particular type. For example, a complete "set" of signals for credits are Scylla, Leviathan, Basilisk, Wyvern and Zulu. 

Signals set

Old bonuses

New bonus

Free XP

Scylla, Leviathan, Red Dragon, Hydra, Basilisk, Equal Speed Charlie London, Papa Papa, Ouroboros

+375% XP, +1527% Free XP +7200% Free XP

Commander XP

Scylla, Leviathan, Red Dragon, Hydra, Basilisk, Equal Speed Charlie London, Zulu Hotel, Dragon

+375% XP, +883% Commander XP +1600% Commander XP

XP

Scylla, Leviathan, Red Dragon, Hydra, Basilisk, Equal Speed Charlie London

+375% XP +800% XP

Credits

Scylla, Leviathan, Basilisk, Wyvern, Zulu

+145% credits +160% credits

2. One signal can participate in several such sets. For example, Hydra gives a bonus to all types of experience. In this case, we count in what number of which sets the player's signals participate in. The number of each type of received bonuses is equal to the minimum number of signals required for the bonus. For example, if you have 100 Scylla, Leviathan, Basilisk, and Wyvern each, but 80 Zulu, you will get 80 bonuses to credits.

3. The number of signals is reduced by only one value — by the smallest number of bonuses you receive that require signals of that type. For example, if you have to get 200 bonuses of each type except for credits and 100 bonuses to credits, the number of Scyllas will be reduced by 100. 

4. After counting the number of bonuses for the signals sets, the remaining signals are converted into bonuses according to the following table

Signal

Old bonuses

XP

Commander XP

Free XP1

Credits

Zulu +20% credits       +20%
Equal Speed Charlie London2 +50% XP +100%      
Papa Papa +300% Free XP     +200%  
Zulu Hotel2 +50% commander XP   +100%    
Dragon +333% commander XP   +400%    
Wyvern +50% credits       +50%
Red Dragon +100% XP, +100% commander XP +100% +200% +100%  
Ouroboros +777% free XP     +400%  
Hydra +50% XP, +150% commander XP, +250% Free XP +100% +200% +200%  
Basilisk +75% XP, +30% credits +100% +100%   +40%
Scylla +50% XP, +150% commander XP, +25% credits +100% +200%   +40%
Leviathan +50% XP, +100% commander XP, +200% Free XP, +20% credits +100% +200% +200% +20%

1 - The free XP bonus is given taking into account the XP bonus and the doubling in free XP earnings with the release of the changes.

2 - Since the new system will not have +50% bonuses to different experience types, Equal Speed Charlie London gives +100% bonus to experience, but no bonus to commander experience. The Zulu Hotel bonus is also doubled to account for Equal Speed Charlie London's lack of a bonus to commander experience.

Merging bonuses

To take into account the combinations of several signals from the old system, unaccounted by the full sets, after conversion there is a merging of bonuses received at the last step on the following table. There is a rounding up: if there are not enough bonuses, for example, there are only 2 bonuses +200% to XP, 1 +800% bonus will be given.

Bonuses for sets are not combined.

Bonus type

Before merging

Amount before merging

After merging (amount is 1 bonus)

XP +100% 2 +200%
  +200% 4 +800%
  +400% 2 +800%
Commander XP +100% 2 +200%
  +200% 4 +800%
  +250% 3 +800%
  +400% 2 +800%
  +800% 2 +1600%
Free XP +100% 3 +300%
  +200% 3 +600%
  +400% 6 +2400%
  +800% 3 +2400%
  +2400% 3 +7200%
Credits +20% 2 +40%
  +40% 4 +160%
  +50% 3 +160%

Besides that, you will also get one bonus of each type and value, 16 extra bonuses in total.

Service cost reduction

Expendable service cost reduction bonuses from signals or camouflages will be replaced by a temporary resource that can be exchanged at the Armory for various other bonuses. Bonuses from the first row (e.g. +20% credits) are planned to cost 3 tokens, second row - 6 tokens, third row - 24 tokens. After a couple of updates, these tokens will be automatically converted to credits. 

Flags

A small number of flags, mainly for members of various volunteer programs and for winners of the King of the Sea tournament have economic bonuses. In the new system, these bonuses are not tied to the flags used and are always active if present on the account. 

There are a total of three such "global" bonuses. The best bonus is always active.

Bonus level

XP

Commander XP

Credits

1 +5% +10% +5%
2 +10% +20% +10%
3 +15% +50% +15%
  • King of the Sea winners will get a level 3 bonus;
  • Those who have just one flag with economic bonuses besides the KotS one, will get a level 1 bonus;
  • Those who have more than one flag with economic bonuses except the KotS one, will get a level 2 bonus.

 

Other

Clan Base Bonuses

Because of the "detachment" of bonuses to free XP and commander XP from XP, War college gives a bonus to XP only, so it is necessary to make changes to the structures of the Clan base:

  • Bonuses to the free experience of all levels of the Design Bureau is doubled. A completely built building will give +50% free experience for Tier I - X ships instead of +25%;
  • Bonus to commander XP for each level of the Academy increased by 1%. Fully constructed building will give +15% commander experience instead of +10%.

Premium account

Premium account will give a bonus to all experience types and credits in the same way as before the changes, with the exception that bonuses to overall experience do not affect free experience and commander experience.  

As in the current system, the premium account increases the values of base experience and credits: all other values of economic bonuses are applied after the bonus from the premium account. 

Premium account type

Before the change

After the change

Warships premium х1.65 XP
х1.5 credits
х1.65 XP
х1.65 free XP
х1.65 commander XP
х1.5 credits
Wargaming premium х1.5 XP 
х1.5 credits
х1.5 XP
х1.5 free XP
х1.5 commander XP
х1.5 credits

First victory of the day

The bonus for the first victory of the day will give +50% XP, +50% free XP and +50% commander XP.

Combat signals

Combat signals will be controlled from the Equipment tab.

Missouri

For ease of tracking bonuses, all owners of a special Missouri combat mission will instead receive an improved permanent bonus for credits: instead of +10% to credits they will have +40%.

 

  • Cool 3

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 45 Minuten, YabbaCoe sagte:

Commanders!

Based on testing results, we’re applying changes to French cruisers, as well as American cruiser San Diego, Italian carrier Aquila and German Supercruiser Clausewitz.

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

Zitat
27.04.2022 14:00
  • Development Blog

Changes to Test Ships — Closed Testing 0.11.3

Based on testing results, we’re applying changes to French cruisers, as well as American cruiser San Diego, Italian carrier Aquila and German Supercruiser Clausewitz.

 

The following changes will be applied to the live server before the end of this week:

VII Toulon

  • Deck armor increased: 25 to 30 mm
  • Citadel deck armor increased: 20 to 30 mm

VIII Cherbourg

  • Deck armor increased: 27 to 30 mm
  • Citadel deck armor increased: 20 to 30 mm

IX Brest

  • Deck armor increased: 27 to 30 mm
  • Citadel deck armor increased: 25 to 30 mm

X Marseille

  • Deck armor increased: 30 to 36 mm
  • Citadel deck armor increased: 20 to 30 mm

VIII San Diego

  • Maximum SAP shell damage reduced: 2,500 to 1,950
  • Main battery reload time increased: 5 to 5.25 s.

The following changes will be applied with the release of Update 0.11.4

VII Toulon

  • Depth Charge Airstrike reload time reduced: 60 to 30 s.

VIII Cherbourg

  • Depth Charge Airstrike reload time reduced: 90 to 45 s.

IX Brest

  • Depth Charge Airstrike reload time reduced: 90 to 45 s.

X Marseille

  • Depth Charge Airstrike reload time reduced: 90 to 45 s.

VIII San Diego

  • Main battery reload time increased: 5.25 to 5.5 s.

VIII Aquila

  • Changed the torpedo bomber parameters:
    • Number of planes in a squadron reduced: 8 to 6;
    • Number of planes on deck reduced: 26 to 21;
    • Distance between planes during the torpedo launch is reduced by half. This will reduce the gap between the launched torpedoes.
    • Reduced the reticle dispersion when maneuvering during preparation for an attack and when attacking;
    • The damage received by the attack flight in the aiming state reduced by 10%.
  •  Changed the attack aircraft parameters:
    • Reduced altitude during preparation for an attack and at the moment of aiming;
    • Attack preparation time reduced from 2.5 to 1.75 s;
    • Increased the reticle reduction speed when preparing to attack and when attacking;
    • Increased rocket velocity, which will allow taking a slightly smaller lead before attacking and facilitate penetration of 38mm deck armor more frequently.

German Supercruiser Clausewitz

  • Updated the Depth Charge Airstrike camera settings — now they are the same as of other Supercruisers.

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

  • Cool 4

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 14 Minuten, YabbaCoe sagte:

Commanders!

We’re tuning the balance of some ships based on your feedback and the analysis of their combat effectiveness. If deemed necessary, more changes such as these will follow in future updates.


Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

Zitat
28.04.2022 13:00
  • Balance changes

Balance changes to Chkalov, Petropavlovsk, Yueyang, Des Moines, and other ships — 0.11.4 Closed Testing

We’re tuning the balance of some ships based on your feedback and the analysis of their combat effectiveness. If deemed necessary, more changes such as these will follow in future updates.

 

X Des Moines

  • Action time of the Surveillance Radar consumable reduced: 40 to 35 s.
  • The Surveillance Radar consumable is now selected by default in its slot.

IX Buffalo

  • Action time of the Surveillance Radar consumable reduced: 35 to 30 s.
  • The Surveillance Radar consumable is now selected by default in its slot.

VIII Baltimore

  • Action time of the Surveillance Radar consumable reduced: 27 to 25 s.

VIII Harbin

  • Sigma reduced from 2.05 to 2.0

  United States

  • Tactical attack squadron preparation time increased: 150 to 160 s.
  • Tactical torpedo squadron preparation time increased: 150 to 170 s.

  Eagle

  • Tactical attack squadron preparation time increased: 150 to 160 s.
  • Tactical torpedo squadron preparation time increased: 240 to 250 s.

X Petropavlovsk

  • Deck armor thickness reduced: 50 to 40 mm.
  • Casemate armor reduced: 50 to 40 mm.

X Henri IV

  • Rudder shift time reduced 11.9 to 11.2 s.

X Ragnar

  • Main battery reload time increased: 3.2 to 3.4 s.

VIII Hsienyang, IX Chung Mu, and X Yueyang

  • Added Torpedo Reload Booster consumable:
    • Charges: 2
    • Cooldown: 300 s.

  Zorkiy

  • Torpedo range increased: 8 to 10 km.
  • Main battery reload time increased: 5 to 5.3 s.

X Grozovoi

  • Range of researchable torpedoes increased: 10 to 12 km.

VIII Belfast '43

  • Main battery reload time reduced: 10.5 to 10 s.

VIII Admiral Hipper

  • Main battery reload time reduced: 11 to 10.5 s.

VIII Tallinn

  • Main battery reload time reduced: 13 to 12.5 s.

VIII Chkalov

  • Maximum torpedo damage reduced: 5,200 to 4,666
  • Maximum skip bomb damage reduced: 8,700 to 7,500
    • Fire chance reduced: 49% to 43%

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

  • Cool 3

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 1 Minute, YabbaCoe sagte:

Commanders!

Here are some changes we’re planning based on your feedback about submarines.

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

Zitat
28.04.2022 14:00
  • Development Blog

Submarine testing

Here are some changes we’re planning based on your feedback about submarines.

 

We received a lot of feedback about our testing of submarines, so we’re here to address the following commonly-raised points:

  • The matchmaker
  • Anti-submarine gameplay and submarine survivability
  • New mechanics for displaying the source of enemy sonar pings
  • Removal of the ability to remain constantly between two depth states by quickly tapping the dive and surface buttons

The Matchmaker

The following changes to the matchmaker will be implemented with the release of Update 0.11.5:

The limit on the number of destroyers and submarines in a team will depend on the length of the waiting time of the first player in the queue:

  • 0-39 seconds: 4 in total, with no more than 4 destroyers and no more than 2 submarines;
  • 40-89 seconds: 5 in total, with no more than 4 destroyers and no more than 2 submarines;
  • 90+ seconds: These limits will be softened.

Also in Update 0.11.5:

  • In order to unclutter the interface, the animation associated with a sonar ping hitting a target has been toned down for ships which currently have active pinged sector, and the sound effect for them has been removed.
  • Added a warning icon when aiming a sonar ping in a direction that intercepts with an island, similar to the one used for main battery guns.
  • Added a marker on the depth meter displaying the depth at which the sea floor under the submarine is located, as long as the seafloor above the submarine’s maximum depth.
  • Added a warning when a collision is possible when transitioning to a selected depth.

Anti-submarine gameplay and submarine survivability

After some analysis of their combat effectiveness, we’re reducing the survivability of submarines in Update 0.11.4:

  • The damage radius of ship-dropped depth charges has been significantly increased: 450 to 800 m.
  • Increased the damage dealt by airstrike depth charges in the outermost part of their damage radius.
  • The minimum airstrike depth charge drop distance for battleships has been changed to 500 m, like cruisers.

New mechanics for displaying the source of enemy sonar pings

In the Public Test for Update 0.11.4, we tested a change to the sonar ping visual effect from enemy submarines: instead of displaying the ping itself in real time, an effect is played on the water surface near to where the ping was emitted.

The new effect makes it easier to find the source of the ping. If the submarine emitting the ping is undetected, the effect is displayed at a certain distance from the submarine in order to give the submarine a chance to avoid taking damage.

After the Public Test, we got a lot of feedback about this new effect. Mainly:

  • The effect disappears too quickly and is difficult to notice.
  • The effect is often displayed too far from the submarine to determine its actual location

Therefore, we are introducing the following changes to this mechanic:

  • Increased the time the effect remains visible to 5 seconds.
  • The distance at which the ping from the emitting submarine is displayed has been halved.

Removal of the possibility to remain constantly between two depth states by quickly tapping the dive and surface buttons

In Update 0.11.4, we removed the possibility of walking the line between two different depths while enjoying the benefits of both.

The characteristics of periscope depth are maintained between the depths of 0 and 15 m, where the border between periscope depth and maximum depth now lies. Now, there are two possible levels while at maximum depth: 30 m and 60 m.

Other submarine changes:

The following captain skills are changed

  • Sonarman
    • The duration of the marked sector after a single sonar ping hit changed: -10% to +25%
    • The duration of the marked sector after two hits changed from +20% to -15%
  • Torpedo crew training
    • Bonus to torpedo reload time when the submarine is detected increased: 5% to 15%
  • Enhanced Impulse Generator 
    • The skill is activated when less than 33% of the sub’s maximum dive capacity remains
  • Consumables Enhancements
    • Bonus to consumable action time is increased: 7.5% to 10%
  • Adrenaline Rush
    • Bonus to armament reload speed per percentage of HP lost increased: 0.2% to 0.25%
  • Improved Battery Efficiency
    • The bonus is activated when the submarine has less than 50% of its maximum dive capacity remaining, instead of 25%
  • Enlarged Propeller Shaft
    • The bonus is activated when the submarine has less than 50% of its maximum dive capacity remaining, instead of 25%
    • Underwater speed bonus increased: 15% to 18%

All changes mentioned in the post — with the exception of the matchmaker improvements and the additional changes mentioned to be released in Update 0.11.5 — can already be tested on the Public Test of Update 0.11.4.

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

  • Cool 2

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 18 Minuten, YabbaCoe sagte:

Commanders!

We're here to share some info about the changes to the matchmaker for the second stage of the 9 vs. 9 Brawls and to maps for Clan Battles.


Read more

 

Thank you for your feedback, in the future we will continue to monitor it as well as the results of the battles and make necessary changes if needed. 

 

 

Zitat
06.05.2022 15:00
  • Development news

Changes to Clan Battles and Brawls — 0.11.3

We're here to share some info about the changes to the matchmaker for the second stage of this Update's 9 vs. 9 Brawls and to maps for Clan Battles.

 

Brawls

On May 9, the second 9 vs. 9 Brawl on Tier X ships will begin in World of Warships.

Because of the high popularity of battleships during the first Brawl, many players faced long waiting times and unbalanced team compositions. Therefore, we have increased the maximum number of battleships per team from 2 to 4 for the second Brawl.

This change will not only decrease the waiting time in the queue before entering battle, but also allow the matchmaker to assemble more balanced teams based on players' results in Brawls.

In addition, by reducing the limitations of the matchmaker, a team playing in a division will always face either another division or a team consisting of stronger players. This change will reduce the excessive efficiency of divisions in Brawls and increase the percentage of wins against them for most players.

 

Clan Battles

Based on the feedback on the announcement of the upcoming 17th season of clan battles, we have decided to remove Greece from the list of available maps. 

Thank you for your feedback. We will continue to monitor it as well as the results of the battles and make further necessary changes if needed

 

  • Cool 1
  • Funny 1

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 3 Stunden, YabbaCoe sagte:

Commanders!

We’re here to share some news about the upcoming Update.

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

Zitat
12.05.2022 01:00
  • Closed test

The return of Convoy, updating the 3D models of US destroyers, a new map, and other news — Closed test 0.11.5

We’re here to share some news about the upcoming Update.

 

Convoy

Convoy made its first appearance in World of Warships during Update 0.10.8 and had a pretty positive reception. Fans of the unique battle type will be glad to know that a second test iteration of Convoy will begin in 0.11.5 with a fresh update to the rules and format.

For the test, battles will be held in a 12 vs 12 format aboard Tier VIII-X ships on the following eight maps: North, Hotspot, Trap, Two Brothers, Tears of the Desert, Haven, Crash Zone Alpha, and Northern Waters.

Depending on the map, there can be either two or three simultaneous convoys on separate routes, which can either lead to the same destination or different ones. This addition will help diversify the gameplay experience for both attacking and escorting teams, as well as encourage new dynamic tactics. So as to not make the task too daunting for the attackers — as well as for the sake of performance — the number of ships in each convoy has been reduced.

The interface and tactical tips in battle have also been updated, together with the description of the battle type in the selection window in the Port. As with the previous iteration, you will be able to earn special themed achievements.

Ru UI screenshots only

phpFfFGPD

phpooGHjF

 

US Destroyer Models Update

Update 0.11.5 will see the start of a two-month process of updating the 3D models of some American destroyers:

  • Mahan, Benson, Fletcher, and Gearing will be updated in 0.11.5
  • Sampson, Wickes, Clemson, Nicholas, Farragut, and Sims will follow in 0.11.6

phpBnhdAP

phpgEDoLj

phpeenIKB

phpMaKJkL

 

These changes will minimally affect the aiming angles of both torpedo tubes and main battery guns, the composition of AA batteries, and the distribution of HP throughout different parts of the ships. Despite these small changes, the playstyle of the ships will not change.

 

Faroe Islands

As previously announced here on the Dev Blog, a new map called Faroe — the design for which was voted on by players in the autumn of 2021 — will be added to the live server in Update 0.11.5. Players can expect to wage battle between smooth snow-peppered mountains and steep cliffs.

The map is designed to host battles for Tier VII-X ships and Superships, and will be available in Domination mode with three or four key areas.

 

Brawls

2 Brawls await in Update 0.11.5. Both will be held in a 1 vs 1 “duel” format — aboard Tier IX ships in the first Brawl and Tier X in the second.

 

Changes to Rental Commanders

  • Rental Commanders can no longer be transferred to different ships and retrained for them. The Change Commander tab will therefore no longer display rental Commanders that are specialized for other ships.
  • Each ship will only be able to have one rental Commander — the one with the most skills and skill points. All other rental Commanders trained for this ship will be removed from your account.

4th of July Celebration

At the beginning of July, World of Warships will celebrate US Independence Day with festive discounts as well as themed combat missions, for the completion of which you can earn the “4th of July” patch, as well as the new Lady Liberty commander with a unique voiceover.

phpLafoJG

Also in honor of Independence Day, we’ve added the “1776” permanent camouflage for San Diego and the “US Independence Day” achievement to the game.

phpGHcdDd

 

Other Content

Added the “Siren” and “Hurricane. Siren” achievements for the upcoming 18th season of Clan Battles.

phpidJOOe

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

  • Cool 5
  • Boring 1

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 1 Minute, YabbaCoe sagte:

Commanders!

 

Based on testing results, we’re applying changes to Mecklenburg, Iwami, Patrie, United States, Eagle, and submarines. American Tier X battleship Connecticut will also return for further testing.

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

Zitat
12.05.2022 15:00
  • Development Blog

Changes to test ships and Super carriers, and the Connecticut concept test — 0.11.4 Closed testing

Based on testing results, we’re applying changes to Mecklenburg, Iwami, Patrie, United States, Eagle, and submarines. American Tier X battleship Connecticut will also return for further testing.

 

X Mecklenburg

  • Main battery reload time increased: 25 to 26 s.

IX Iwami

  • Torpedo range increased: 12 to 20 km.
    • These torpedoes are similar to the ones carried by Shimakaze
    • Their reload time was increased: 120 to 150 s.

  Patrie

  • Reload time for 100 mm secondary guns increased: 1 to 1.5 s.
  • Removed Combat Instructions activated by F key
  • The characteristics of the Engine Boost consumable have changed:
    • Speed bonus increased: 8% to 15%
    • Action time reduced: 180 to 120 s.

Submarines

  • Maximum distance from an undetected enemy submarine at which its own ping emission effect could be displayed is reduced to 1 km.

  United States

  • Tactical attack squadron preparation time increased: 150 to 175 s.
  • Tactical torpedo squadron preparation time increased: 150 to 195 s.

  Eagle

  • Tactical attack squadron preparation time increased: 150 to 175 s.
  • Tactical torpedo squadron preparation time increased: 240 to 275 s.

X Connecticut

Connecticut is an analogue of the Tier X American battleship Vermont but with improved acceleration dynamics and stronger armor.

 
Spoiler

American battleship Connecticut, tier X

Hit points – 102800. Plating - 32 mm.
Main battery - 4x3 457 mm. Firing range - 24.5 km.
Maximum HE shell damage – 6450. HE shell armor penetration - 77 mm. Chance to cause fire – 43%. HE initial velocity - 800 m/s.
Maximum AP shell damage - 15750. AP initial velocity - 732 m/s.
Reload time - 40.0 s. 180 degree turn time - 45.0 s. Maximum dispersion - 305 м. Sigma – 1.95.
Secondary Armament:

  • 8x2 127.0 mm, range  - 7.3 km.
  • Maximum HE shell damage – 1800. Chance to cause fire – 5%. HE initial velocity - 792 m/s

AA defense: 36x2 20.0 mm., 8x2 127.0 mm., 21x4 40.0 mm.

  • AA defense short-range: continuous damage per second - 424, hit probability - 70 %, action zone - 2.0 km;
  • AA defense mid-range: continuous damage per second - 536, hit probability - 75 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 137, hit probability - 75 %, action zone - 5.8 km;
  • Number of explosions in a salvo - 6, damage within an explosion - 1680, action zone 3.5 - 5.8 km.

Maximum speed - 23.0 kt. Turning circle radius - 850 m. Rudder shift time – 19.1 s. Surface detectability – 16.0 km. Air detectability – 13.6 km. Detectability after firing main guns in smoke  – 17.0 km.
Available consumables:

  • 1 slot - Damage Control Party 
  • 2 slot - Repair Party (Duration time 28 s; HP per second 514.0; Reload time 40 s; Charges 4)
  • 3 slot - Defensive AA Fire 
  • 4 slot - Fighter/Spotting Aircraft 

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

  • Cool 3

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Gerade eben, YabbaCoe sagte:

Commanders!

 

Researchable British battleships Indefatigable, Renown, and Hawke, British cruiser Hampshire, Pan-American battleship Rio De Janeiro, and Commonwealth destroyer Huron have been added to the game for testing.

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

Zitat
12.05.2022 21:00
  • Test ships

New ships — Closed testing 0.11.5

Researchable British battleships Indefatigable, Renown, and Hawke, British cruiser Hampshire, Pan-American battleship Rio De Janeiro, and Commonwealth destroyer Huron have been added to the game for testing.

 

British battleship Indefatigable, Tier III

phpFcAjCd

A classic example of a first-generation British battlecruiser, combining, on one hand, the armament and dimensions of a dreadnought battleship, and on the other hand — the speed and armor of a cruiser.

Spoiler

British battleship Indefatigable, tier III

Hit points – 37500. Plating - 16 mm.

Main battery - 4x2 305 mm. Firing range - 13.0 km.
Maximum HE shell damage – 4400. HE shell armor penetration - 51 mm. Chance to cause fire – 32%. HE initial velocity - 831 m/s.
Maximum AP shell damage - 8050. AP initial velocity - 831 m/s.
Reload time - 30.0 s. 180 degree turn time - 45.0 s. Maximum dispersion - 171 м. Sigma – 1.80.

Torpedo tubes - 2x1 450 mm. Maximum damage - 4200. Range - 6.0 km. Speed - 53 kt. Reload time - 95 s.  Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.2 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once

Secondary Armament:
16x1 102.0 mm, range  - 3.2 km. Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity - 873 m/s

AA defense: 6x1 40.0 mm., 4x1 76.2 mm.
AA defense mid-range: continuous damage per second - 130, hit probability - 75 %, action zone - 3.0 km;

Maximum speed - 25.8 kt. Turning circle radius - 630 m. Rudder shift time – 11.6 s. Surface detectability – 12.9 km. Air detectability – 8.4 km. Detectability after firing main guns in smoke  – 9.8 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Repair Party

British battleship Renown, Tier VI

phpCmGbaj

The lead ship of a class of battlecruisers which — at the time they entered service — were the largest and fastest representatives of their type in the world. The ship was armed with 381 mm main battery guns and underwent an extensive retrofit in the 1930s which strengthened its armor and AA defenses.

Spoiler

British battleship Renown, tier VI

Hit points – 55200. Plating - 16 mm.

Main battery - 3x2 381 mm. Firing range - 16.9 km.
Maximum HE shell damage – 5350. HE shell armor penetration - 64 mm. Chance to cause fire – 34%. HE initial velocity - 732 m/s.
Maximum AP shell damage - 11350. AP initial velocity - 732 m/s.
Reload time - 27.0 s. 180 degree turn time - 45.0 s. Maximum dispersion - 190 м. Sigma – 1.80.

Torpedo tubes - 8x1 533 mm. Maximum damage - 10000. Range - 6.0 km. Speed - 53 kt. Reload time - 95 s.  Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.1 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once

Secondary Armament:
4x2 113.0 mm, range  - 5.0 km.
Maximum HE shell damage – 1700. Chance to cause fire – 8%. HE initial velocity - 746 m/s

AA defense: 3x4 40.0 mm., 7x1 20.0 mm., 20x2 20.0 mm., 19x1 20.0 mm., 1x8 40.0 mm., 4x2 113.0 mm.
AA defense short-range: continuous damage per second - 480, hit probability - 70 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 109, hit probability - 75 %, action zone - 2.5 km;
AA defense long-range: continuous damage per second - 53, hit probability - 75 %, action zone - 5.8 km;
Number of explosions in a salvo - 1, damage within an explosion - 1190, action zone 3.5 - 5.8 km.

Maximum speed - 29.9 kt. Turning circle radius - 840 m. Rudder shift time – 14.3 s. Surface detectability – 13.2 km. Air detectability – 10.3 km. Detectability after firing main guns in smoke  – 12.2 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Repair Party (Duration time 28 s; HP per second 276.0; Reload time 80 s; Charges 4)
3 slot - Defensive AA Fire

British battleship Hawke, Tier VIII

phpBCDKjE

 

A powerful battlecruiser armed with nine 406 mm guns. Its AA suite is made up of dual-purpose and dedicated anti-aircraft weaponry from the 1930s-1940s.

Further details about the gameplay concept behind the new British battleships, as well as the reason for our choosing the name Hawke, are available in a separate blog post.

These British battleships will benefit from the new Torpedo turning mechanic. This mechanic is based on a method used in real life to correct the course of a torpedo after launch. In the game, the mechanic serves to expand the aiming possibilities for ships with limited or fixed torpedo tube angles, as it allows for launching torpedoes in directions that the tubes themselves cannot physically turn towards. Immediately after launch, torpedoes will change course towards a selected direction and continue in a straight line.

Spoiler

British battleship Hawke, tier VIII

Hit points – 70600. Plating - 25 mm.

Main battery - 3x3 406 mm. Firing range - 18.2 km. Maximum HE shell damage – 5950. HE shell armor penetration - 68 mm. Chance to cause fire – 45%. HE initial velocity - 792 m/s.
Maximum AP shell damage - 12600. AP initial velocity - 747 m/s.
Reload time - 30.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 201 м. Sigma – 1.50.

Torpedo tubes - 4x1 533 mm. Maximum damage - 15867. Range - 8.0 km. Speed - 61 kt. Reload time - 80 s.  Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.3 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once

Secondary Armament:
4x2 152.0 mm, range  - 6.6 km.
Maximum HE shell damage – 2150. Chance to cause fire – 9%. HE initial velocity - 884 m/s
8x2 113.0 mm, range  - 6.6 km.
Maximum HE shell damage – 1700. Chance to cause fire – 8%. HE initial velocity - 746 m/s

AA defense: 10x2 40.0 mm., 14x1 20.0 mm., 4x2 20.0 mm., 4x1 20.0 mm., 4x8 40.0 mm., 8x2 113.0 mm.
AA defense short-range: continuous damage per second - 179, hit probability - 70 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 505, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 84, hit probability - 75 %, action zone - 5.8 km;
Number of explosions in a salvo - 4, damage within an explosion - 1330, action zone 3.5 - 5.8 km.

Maximum speed - 30.5 kt. Turning circle radius - 910 m. Rudder shift time – 16.1 s. Surface detectability – 15.0 km. Air detectability – 13.0 km. Detectability after firing main guns in smoke  – 14.4 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Repair Party (Duration time 28 s; HP per second 423.6; Reload time 60 s; Charges 4)
3 slot - Defensive AA Fire

Commonwealth destroyer Huron, Tier VII

phpJgJBOc

Spoiler

Commonwealth destroyer Huron, tier VII

Hit points – 15700. Plating - 16 mm.

Main battery - 3x2 120 mm. Firing range - 12.3 km.
Maximum HE shell damage – 1900. HE shell armor penetration - 20 mm. Chance to cause fire – 5%. HE initial velocity - 808 m/s.
Maximum AP shell damage - 2100. AP initial velocity - 808 m/s.
Reload time - 4.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 107 м. Sigma – 2.00.

Torpedo tubes - 1x4 533 mm. Maximum damage - 16767. Range - 8.0 km. Speed - 62 kt. Reload time - 96 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.4 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once

Secondary Armament:
1x2 102.0 mm, range  - 4.0 km.
Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity - 811 m/s

AA defense: 1x4 40.0 mm., 6x2 20.0 mm., 1x2 102.0 mm.
AA defense short-range: continuous damage per second - 119, hit probability - 95 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 35, hit probability - 100 %, action zone - 2.5 km;
AA defense long-range: continuous damage per second - 18, hit probability - 100 %, action zone - 5.8 km;
Number of explosions in a salvo - 1, damage within an explosion - 1190, action zone 3.5 - 5.8 km.

Maximum speed - 36.5 kt. Turning circle radius - 630 m. Rudder shift time – 3.8 s. Surface detectability – 7.1 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 (Duration time 120 s; Maximum speed +8%; Reload time 120 s; Charges 3)
3 slot - Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.0 km; Ship detection range 4.0 km; Reload time 120 s; Charges 3)
4 slot - Repair Party (Duration time 10 s; HP per second 157.0; Reload time 80 s; Charges 2)

A Tribal-class destroyer built for the Royal Canadian Navy. Unlike the British Tribals — which all entered service before the start of World War II — Huron had enhanced anti-aircraft armament at the expense of one main battery turret.

Huron is armed with six 120 mm guns with a good rate of fire and powerful shells for the caliber. The arcing trajectory of the main battery guns will facilitate firing at targets from behind island cover, but make it difficult to hit enemies at extreme ranges. Huron is also equipped with a quadruple torpedo launcher that deals high damage and has the ability to launch torpedoes one by one, though they have a rather long reload time. The ship has superior engine settings that allow it to accelerate very quickly and is, moreover, equipped with an Engine Boost consumable with a long action time. The rest of its arsenal of consumables is made up of a Hydroacoustic Search with a rather high detection range for a destroyer and Repair Party. The ship notably lacks a Smoke Generator.

 

Pan-American battleship Rio de Janeiro, Tier V

phpDGjogc

Spoiler

Pan-American battleship Rio de Janeiro, tier V

Hit points – 48400. Plating - 19 mm.

Main battery - 7x2 305 mm. Firing range - 16.1 km.
Maximum HE shell damage – 5200. HE shell armor penetration - 76 mm. Chance to cause fire – 32%. HE initial velocity - 831 m/s.
Maximum AP shell damage - 8100. AP initial velocity - 831 m/s.
Reload time - 30.0 s. 180 degree turn time - 60.0 s. Maximum dispersion - 221 м. Sigma – 1.70.

Secondary Armament:
10x1 76.0 mm, range  - 4.3 km.
Maximum HE shell damage – 1100. Chance to cause fire – 4%. HE initial velocity - 823 m/s
18x1 152.0 mm, range  - 4.3 km.
Maximum HE shell damage – 2200. Chance to cause fire – 12%. HE initial velocity - 914 m/s

Maximum speed - 22.0 kt. Turning circle radius - 670 m. Rudder shift time – 13.4 s. Surface detectability – 14.7 km. Air detectability – 10.5 km. Detectability after firing main guns in smoke  – 11.4 km.

Available consumables:
1 slot - Damage Control Party (Duration time 20 s; Reload time 80 s)
2 slot - Repair Party (Duration time 28 s; HP per second 242; Reload time 80 s; Charges 4)

A unique seven-turret dreadnought battleship built in Great Britain for the Brazilian Navy in the early 1910s. The ship is armed with fourteen 305 mm main battery guns that enjoy good accuracy and a high salvo weight. Rio de Janeiro’s HE shells deal high damage, have good armor penetration parameters, and a relatively high chance to start fires. The AP shells, however, are weaker than those on other battleships of the same Tier. The ship also has a large health pool and good concealment but it has low speed and lacks AA weaponry.

Unlike Agincourt, Rio de Janeiro has more accurate main battery guns, better HE shells, and a faster reload time, but also a weaker secondary battery.

 

British cruiser Hampshire, Tier VIII

phpmebgHp

Spoiler

British cruiser Hampshire, tier VIII

Hit points – 37600. Plating - 25 mm.Fires duration: 30 s.

Main battery - 5x2 203 mm. Firing range - 15.7 km.
Maximum AP shell damage - 4500. AP initial velocity - 884 m/s.
Reload time - 10.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 141 м. Sigma – 2.00.

Torpedo tubes - 2x4 533 mm. Maximum damage - 15733. Range - 10.0 km. Speed - 62 kt. Reload time - 96 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once

Secondary Armament:
6x2 102.0 mm, range  - 6.6 km.
Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity - 811 m/s

AA defense: 4x4 40.0 mm., 18x2 20.0 mm., 4x1 20.0 mm., 6x2 102.0 mm., 4x8 40.0 mm.
AA defense short-range: continuous damage per second - 273, hit probability - 85 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 249, hit probability - 90 %, action zone - 2.5 km;
AA defense long-range: continuous damage per second - 74, hit probability - 90 %, action zone - 5.8 km;
Number of explosions in a salvo - 4, damage within an explosion - 1260, action zone 3.5 - 5.8 km.

Maximum speed - 30.0 kt. Turning circle radius - 710 m. Rudder shift time – 9.8 s. Surface detectability – 12.3 km. Air detectability – 7.6 km. Detectability after firing main guns in smoke  – 7.0 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3)
3 slot - Defensive AA Fire
4 slot - Fighter / Spotting Aircraft

A development of the Surrey-class heavy cruisers, this ship is armed with ten 203 mm guns. They are equipped only with AP shells with improved ricochet angles and a high muzzle velocity. Hampshire is also armed with two quadruple torpedo launchers with the ability to single-launch.  The ship has weak armor, but special engine settings similar to cruiser Minotaur — it can quickly accelerate. Hampshire is equipped with the Hydroacoustic Search and Defensive AA Fire consumables in different slots.

The historic counties of England — the famous "shires" — were created by the Normans in the 11th century to rationalize the administration of the kingdom, but their roots go back much further in time. These subdivisions made up the territorial mosaic of Britain and it is not surprising that from the 17th to the middle of the 19th centuries, the Royal Navy’s sailing ships of the line were often named after these counties — for example, there were three HMS Hampshire in quick succession of each other between 1653 and 1766.

In the era of armor and steam, this naming tradition returned — in the first 5 years of the 20th century, 16 armored cruisers bearing the names of the counties of the United Kingdom replenished the British fleet at once. Among them was Hampshire (1905-1916) of the Devonshire class. It is likely that the political relevance of the topic played a role — at the end of the 19th century, Great Britain underwent a major territorial-administrative reform.

One way or another, since then it has been impossible to imagine the Royal Navy of the 20th century without ships of the "County" or "Counties" class: 15 heavy cruisers in the late 1920s and 8 guided missile destroyers of the 1960s carried these names on board. Among the latter was the second Hampshire (1963-1979). This county of southern England is especially significant because it houses one of the 4 Royal Navy shipyards — Portsmouth.

We at World of Warships have reasoned that a new British heavy cruiser that could have been built in the 1930s is worthy of this historic name.

 
Ships' parameters

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

  • Cool 5

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts

Q&A auf Discord:

Zitat

The pace of new maps being introduced over the past several years has been incredibly slow. Is there a significant bottleneck in the process of creating new maps, or does WG simply not see any value in making more?

 

It's true that the rate of introduction of new maps used to be faster than it is now. The main reason for this change of pace is that shortly after release, World of Warships had relatively few maps, so we needed to expand the pool as soon as possible. Currently, since we now have a good number of varied maps (34, not counting those linked to temporary events), the production of new ones is no longer as high on our list of priorities. Regardless, we will continue working on releasing new maps and are currently planning to release them at a rate of 1-2 new maps every year.

Zitat

Due to what appears to be mostly negative feedback (especially from pro-grade players), will you consider reworking Epicentre in a way that makes such games less prone to snowballing and last longer on average (instead of removing the mode altogether)?

 

Actually, from our point of view, the main issue with Epicenter is not the pace of the battles, but the fact that all 24 ships converge on one point. This, in turn, significantly lowers the variety of gameplay and increases the density of interaction between ships, making this game mode unsatisfactory for the majority of players.

 

The ending phase of a battle in the new Arms Race mode is, in a way, the successor of Epicenter — players have to conquer one key area in the center of the map. However, Arms Race doesn't carry over Epicenter's gameplay issues — the key area appears only in the final stage of the battle, when players are already spread across the map, and the number of the ships still afloat has decreased significantly.

 

To answer your question, we currently do not have any plans to rework and bring back Epicenter. We are now focused on developing new game modes.

Zitat

Can you share if there are any particularly statistically imbalanced maps, and what the difference in win rate between their spawns is? & Is the map Ocean statistically unbalanced? i.e. does it favor one side

 

The "Ideal" winrate for each spawn in Random battles is 50%, and on most of our maps, it's more or less what we have. For example, in the last month, the maps with the most significant winrate variation according to spawns are "Northern Lights" and "Ocean," where the northern spawn has a 51.8% winrate. However, such a difference in winrate is statistically insignificant, because the winrate of a certain team is not carved in stone. Fluctuations according to certain spawns, even up to 2-3%, are within the norm in terms of game balance.

 

That's why we currently don't have any maps with one spawn in Random Battles having the upper hand. We will of course continue to monitor these stats and make changes to maps if it's deemed necessary.

Zitat

It's been almost 7 years since the game left closed beta and 20 years since the release of the bigworld engine. Time and time again the engine has been repeatedly stretched to its absolute limits by the addition of new ships, maps, and the reworking of old ones. Is it possible that we could see an engine change anytime soon like with WoT encore?

 

We are constantly improving our engine. For example, the water system, the forest system, and the visibility system have been completely rewritten. An underwater world appeared. The game switched to DX11. Now, a new animation system is being implemented. In fact, there are no systems left unchanged, and it's already basically a different engine than the one we started with.

 

There are still more technological changes in various stages of readiness that will further increase performance and take the game's visuals to the next level.

 

We recognize that incremental changes may not look as spectacular, but it's our position to bring improvements to players as soon as they are ready. The development potential of our engine is still great.

 

At the moment, we see limitations not on the engine's side, but in the need to support the full range of hardware available to our players. Many effective solutions are not available on GPUs or CPUs older than 6-7 years, which is a significant part of the World of Warships audience's hardware.

 

When it comes to comparing the World of Warships and World of Tanks engines, there are significant differences due primarily to the scale of the maps, and the fact that in World of Warships significant resources are spent on rendering the ocean. These key features affect the rest of the solutions used in our engine and differentiate it from the World of Tanks engine.

Zitat

Are the developers interested to bring night-battle on the maps like they did at operation Cherry Blossom?

 

As we've pointed out in the last Q&A session, we have some ideas for implementing nighttime as a visual effect on the map.

 

However, at the moment we have no plans set in stone for nighttime specifically as a "gameplay mechanic". This is due to the fact that it is limiting visibility, which in World of Warships is currently handled quite well by the weather system.

 

However, in the future, we are going to explore ways to add/improve new effects similar to local weather. And perhaps night battles will become a part of those improvements.

Zitat
 
Is it possible to plan the development of more PVE modes for T8,T9,T10 ?
&
Are you planning the development of more PVE content for higher tier ?
&
Can we expect to see future new operations?
 
This year we will return the previously withdrawn Operations to the game. We plan not only to return them, but also to make them — and the ones currently available — playable for different ship tiers (at first, it will be Tier VI-VIII ships). At the same time, bot ships will not change, but they will get specific bonuses to their characteristics depending on the setup of the player team. If it goes well, in the future we will expand operations to higher ship tiers. For now, the feature is still in development, so unfortunately we cannot reveal all the details, but we will definitely share new information with you as soon as everything is ready. Stay tuned!
 
As for new operations, we don't have any final plans yet. We will wait for the old operations to be released on the main server, and then we will collect statistics and player feedback on all of the upcoming changes to determine the fate of this battle type. If operations are popular with players, there's a good chance we'll go back to creating new ones.
Zitat

Can we expect a comeback of some old game modes like Torpedo Beat, Binary Star, Space Assault? I personally find them one of the most fun events and I think newer players would love to try something they couldn't experience before.

&

Back during April Fools 2021, there were different weird temporary game modes in random battles such as triple Epicenter or 9-cap Domination. Is there any chance of seeing any of these modes being given a serious try (perhaps as a game mode that puts more emphasis on seizing map control)?

&

Controversial question, could the Bastion game mode (or a rebalanced version of it) be considered for reintroduction as part of Brawls, or even random battles?

&

Would it be a possibility for Wargaming to add the Bathtub Tugboat warfare gamemode back into the game? & Bathtub mode return when?

 

Speaking of bringing back old modes, it is worth realizing that bringing them back often requires significant development resources to update the mode to the current version of the game, fixing bugs, testing, and gameplay tweaks. This year we have already brought back Savage Battle, and so far we have no plans to bring back other old modes. Instead, we are concentrating our resources on updating Operations, as we outlined in our Summer and Fall 2022 plans. We plan to bring back the improved Cherry Blossom, Hermes and The Ultimate Frontier, and are also considering bringing back the themed Operation Terror of the Deep as part of the Halloween event. As for the game's temporary modes, right now we're more focused on refining the newer ones like Dirigible Derby and Convoy, rather than updating old ones. It's possible that some beloved old modes will return to the game, but not this year. Stay tuned!

Zitat

Is there a system in place that would prevent landing on the same map several times in a row?

 

In fact, such a restriction is already present in Clan battles and prevents your clan from hitting the same map several times in a row. Unfortunately, introducing such a system for other types of combat is complicated by the fact that with it, each player would have a different set of maps recently played and picking, for example, 24 players for a random battle with the same set of map restrictions would be a serious challenge for the matchmaker. As a result, players would have to wait in queue for a long time and ship setups in teams would be less balanced. Therefore we do not yet plan to introduce such a system for the other main battle types besides Clan battles.

Zitat

In a prior Q&A a question was brought up of expanding the amount of players per team. This idea was rejected for various reasons, one of them being along the lines of maps currently are not built for or balanced for more than 12 players per team and would require extensive rework to allow so. HYPOTHETICALLY speaking, if teams were expanded to larger than 12, what would the work load practically look like to rework maps for larger teams?

&

Would it be possible to have larger maps with larger or more teams fight eachother in random battles?

 

The limit of maximum 12 players per team in our game is due to a number of factors, the main ones being balance and technical limitations:

 

All ships in the game are initially balanced for exactly this maximum number of ships in battle. Changing the number of ships leads to either an increase of firing density, or to situations where the dynamics of battle will be significantly reduced due to the increased size of maps that would be necessary (because, for example, even more time would be required to change flanks). Every additional ship in a battle increases the load on the server. Therefore we do not plan to increase the number of ships in battle, unless there is a clear gameplay need for this. Even if we hypothetically changed our approach and decide to increase the number of ships in a battle, this would require a significant change to many of our existing maps, which does not seem to be feasible. Redesigning a map would require moving and reshaping all the objects on it and the map would not look like itself anymore. It would therefore be easier to create a new map for the larger teams' format.

 

Regarding creating new maps: we already have experience creating large maps, such as the Polygon for the Big Hunt event.

 

Therefore, in theory, creating a map specifically for large format battles is not a problem for our team and would require approximately the same resources and time as creating any other map: creating visual style, placing islands, planning key areas and spawns, testing, etc.

Zitat

Any chance the community gets to design one or two maps to submit and vote into the game afterwards?

 

Perhaps in the future we will conduct a contest for new map ideas among the players, but it should be understood that the complete creation of new maps is a complex process that requires balancing and thorough testing using various tools that only the developers have access to. Therefore such activities require careful preparation and close cooperation between development and players, and we have already tried something like that. For example, players had the opportunity to influence the development of a map by choosing the visual theme for it, as we already did in the autumn of 2021. We were very happy to see the high level of activity and interest of players in participating in the map design process, so we have some ideas for similar activities in the future.

 

In addition, it is worth bearing in mind that gameplay features of new maps are developed largely on the basis of feedback from the participants in the various testing phases. Therefore, in a way, players are already involved in the creation process of new maps.

 

  • Cool 5

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts

bzgl. der ursprünglich angekündigten Hot Wheels collab:

 

Zitat

Hello, captains.

We regret to inform you that after discussion with our partner we decided to cancel the collaboration with Hot Wheels. We will update you as soon we will have any new information about the future of this event.

https://www.reddit.com/r/WorldOfWarships/comments/ux2z3p/whatever_happened_to_the_hot_wheels_collab_for_pc/

  • Cool 3

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 5 Minuten, Makoniel sagte:

Commanders! 

 

 In this post, we want to compile the answers to the most popular questions, as well as announce a few small changes in the previously described design. We combined two previously published calculators and updated them, and prepared a more convenient version of the conversion calculator of signals and camouflages to bonuses.

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

Zitat
26.05.2022 14:00
  • Development Blog

Separating economic bonuses from visual customizations: more details

Previously, we described how visual customizations and economic bonuses would be separated from each other. But the large volume of the post, the complexity of the changes, and a lot of the details inevitably led to many questions. We addressed many of them as accurately as possible at different times and on different sites, but it may be difficult to piece them all together for those who weren't aware. Therefore, in this post, we want to compile the answers to the most popular questions, as well as announce a few small changes in the previously described design. We combined two previously published calculators and updated them, and prepared a more convenient version of the conversion calculator of signals and camouflages to bonuses. 

 

Changes from the previous post

In Cooperative battles, the service cost has been further reduced. It will be 13.3% less than what it costs on the main server now.

Increased the size of bonuses and added missing Free XP bonuses for some camouflages and signals.

Bonus to credits of standard permanent camouflages for Tier X ships increased from +45% to +50%.

Credit and XP rewards for performing different actions have been non-linear since the game's release: the first action taken brought more rewards than subsequent actions (e.g. the first 10,000 damage dealt in a battle will earn you more than the next 10,000 damage you deal). This made it easier to earn the base set of rewards and harder to earn more on top of that. With the release of this overhaul, we are increasing the amount that will be easier to get, and slightly lowering the threshold from which it will be harder to get larger amounts. So, for example, it will be easier to get 200,000 base credits (before any modifiers are applied) on Tier X ships. For comparison, using a Tier X ship with permanent camouflage:

  • Now on the main server, the post-battle service cost is 90,000 credits, and the credit income is increased by 20% thanks to the camouflage;
  • In the new system, taking into account all the changes, the service cost will be 150,000 credits, and the income will be increased by 50%.

These two bonuses even out at 200,000 base credits earned, with the new system being more effective if you earn more. With all the changes, you will receive, on average, the same amount of credits as before, or even more.

The conversion mechanism has been updated. Now, bonuses from signals in sets are counted individually, not by the minimum participation of the signal in the sets.

 

Example

Spoiler

Let's suppose the account has 250 Equal Speed Charlie London (ESCL) signals. Let's assume that with the other signals, it participates in the sets the following number of times:

XP Commander XP Free XP
50 80 100

Subtract these values from the total number of ESCLs to get the number of bonuses of each type that will participate in further conversion:

XP Commander XP Free XP
250 - 50 = 200 250 - 80 = 170 250 - 100 = 150

 

This will slightly reduce the number of bonuses received for those which remain after sets conversion, but will help to avoid a few edge cases and keep those bonuses that players owned before the change. At the same time, the total number of bonuses received remains high — the total increase in the amount of resources will not be less than in the current system. 

New calculators

In our eagerness to share the details of the upcoming change with you as soon as possible, the calculators we originally shared were not the most user-friendly — first of all, we needed them to show how the conversion works and how the earnings in the current and new systems compare. 

Now, we are ready to share a more convenient representation of the conversion calculator. If you are logged into the portal, all your camo and signal stocks will be automatically taken into account and you will be able to know how many bonuses you will get. Please note that the calculator does not take signals and camouflages mounted on ships into account, so with the release of the change you will get a bit more bonuses than the calculator shows. Use one of the following links, depending on your region:

EU: https://worldofwarships.eu/content/economic-bonus-calculator/

NA: https://worldofwarships.com/content/economic-bonus-calculator/

APAC: https://worldofwarships.asia/content/economic-bonus-calculator/

In addition, we have updated the table calculators and merged them into one

 

Calculator instruction

Spoiler

We do not recommend creating your own calculators or modifying the provided one — there might be errors in the formulas. If you are interested in what bonuses you get after conversion, it is more convenient to use the page on the portal. 

phphHaiGM

Copy the table to make changes.

The calculator has two parts: conversion calculation and income comparison. 

Conversion

To calculate the bonuses you get during conversion, you need to specify the signals and camouflages you have. 

The number of signals is indicated on the "Signals and total stock" sheet, in cells C3:C15

phpoJpclm

The number of camouflages is specified on the "Camouflages" sheet in cells K4:K122

phpFDoggI

Once you have filled in these cells, the right side of the "Signals and total stock" sheet will show how much and what bonuses you get for sets of signals, for individual signals, and for camouflages, as well as the total score. 

phpgjhIAE

Difference between systems

The third sheet — "Difference between systems" — will allow you to compare the rewards received with different bonuses in the current and in the new systems. 

In the "Base Credits" and "Base XP" cells, you can enter the base income to which the bonuses will be applied in both the new and the current system. Having a premium account does not affect the relative difference in earnings, so it is not taken into account.

phpgKBKNn

Current System

To account for signals and camouflages in the current system, write "1" in the appropriate cells. Select only one camouflage — otherwise, the calculations will be incorrect.

phpeHkfMm

The result for the current system is displayed above the part with the bonuses choice

phpLDIffN

New system

For the new system, always select no more than one bonus of each type

phpIJEeNI

Also, as for the current system, the result of applying bonuses is displayed:

phpIhblNM

And the final difference between the systems:

phpjekkhf

 

Questions and answers

What happens to the economic bonuses of permanent camouflages?

Tier Current bonuses New bonuses as a separate entity Price in doubloons
II - VI -10% post-battle service cost
+50% XP

+5% credits
+50% XP
+50% Commander XP
+50% Free XP

9001
VII 1900
VIII 2900
IX -20% post-battle service cost
+100% XP
+10% credits2
+100% XP
+100% Commander XP
+100% Free XP
3800
X -50% post-battle service cost
+20% credits
+100% XP
+50% credits2
+100% XP
+100% Commander XP
+100% Free XP
4800
Superships +150% XP +200% XP
+200% Commander XP
+100% Free XP3
4800

1 - for researchable ships, permanent bonuses are available for purchase from Tier V. For premium ships, permanent bonuses are active by default.

2 - Base post-battle service cost of researchable ships will be reduced from 120,000 to 115,000 credits for Tier IX and from 180,000 to 150,000 credits for Tier X. 

3 - The value of the bonus is lower, because the base income of Free XP with the release of the change will be doubled. Thus, all permanent camouflage bonuses of Superships will be higher than in the current system.

In addition, there are a number of permanent camouflages with non-standard bonuses

 

Conversion table

Spoiler
Ship Camouflage Current bonuses New bonuses
Roma Makoto Kobayashi -50% post-battle service cost
+20% credits
+100% XP
+45% credits
+100% commander XP
+100% XP
+100% Free XP
Ashitaka
Kii
Black Marlin, Ultimate Crocodile -20% post-battle service cost
+150% Commander XP
+150% XP
+150% Free XP
+10% credits
+300% Commander XP
+150% XP
+300% Free XP
Flint Ultimate Mustang
Ultimate Wolf
-10% post-battle service cost
+100% Commander XP
+100% XP
+100% Free XP
+5% credits
+200% Commader XP
+100% XP
+200% Free XP
Kamikaze R Clash of the Elements -50% post-battle service cost
+50% XP
+50% Free XP
+25% credits
+50% Commander XP
+50% XP
+100% Free XP
Graf Zeppelin Adler -10% post-battle service cost
+10% credits
+50% Commander XP
+50% XP
+15% credits
+100% Commander XP
+50% XP
+50% Free XP
Prinz Eugen Adler -10% post-battle service cost
+10% credits
+50% Commander XP
+50% XP
+15% credits
+100% Commander XP
+50% XP
+50% Free XP
Type 30, 
Mid-Autumn Festival
-10% post-battle service cost
+50% Commander XP
+50% XP
+5% credits
+100% Commander XP
+50% XP
+50% Free XP
Albany Combat Veteran Camouflage -10% post-battle service cost
+20% credits
+50% XP
+25% credits
+50% Commander XP
+50% XP
+50% Free XP
Warspite,
Graf Spee,
Shinonome
National -10% post-battle service cost
+35% credits
+100% XP
+40% credits
+100% Commander XP
+100% XP
+100% Free XP
Tirpitz Blue Fjord -10% post-battle service cost
+50% Commander XP
+50% XP
+5% credits
+100% Commander XP
+50% XP
+50% Free XP
Tarnanstrich -10% post-battle service cost
+50% XP
+100% Free XP
+5% credits
+100% Commander XP
+50% XP
+150% Free XP
Atago,
Scharnhorst
Phantom,
Mad Shark
-10% post-battle service cost
+50% Commander XP
+50% XP
+5% credits
+100% Commander XP
+50% XP
+50% Free XP
Gadjah Mada,
Lyon,
Shchors,
Akatsuki, 
Yorck,
Zara
 
6 Years of World of Warships -10% post-battle service cost
+50% Commander XP
+50% Free XP
+5% credits
+50% Commander XP
+50% XP
+50% Free XP
New Orleans,
Kiev,
Z-23,
Charles Martel,
Monarch
Congratulatory
HSF Harekaze,
HSF Graf Spee

Type 10
Y467
W207

-10% post-battle service cost
+50% XP
+100% Free XP
+5% credits
+50% Commander XP
+50% XP
+150% Free XP
Anshan Тип 11
Lunar New Year
-10% post-battle service cost
+50% XP
+100% Free XP
+5% credits
+50% Commander XP
+50% XP
+150% Free XP
HSF Harekaze II Y469 -10% post-battle service cost
+50% Commander XP
+50% XP
+5% credits
+100% Commander XP
+50% XP
+50% Free XP
Musashi ARPEGGIO
S120
Y118
-20% post-battle service cost
+50% Commander XP
+100% XP
+10% credits
+150% Commander XP
+10% XP
+100% Free XP
Yamato K117 -50% post-battle service cost
+50% Commander XP
+50% XP
+50% credits
+100% Commander XP
+100% XP
+100% Free XP
Alabama VL Mod Maker
Contributor
ClanTest
Volunteer
Moderator
 

-30% post-battle service cost
+100% XP
+300% Free XP

+15% credits
+100% Commander XP
+100% XP
+400% Free XP
Alabama ST Octopus -30% post-battle service cost
+100% XP
+300% Free XP
+15% credits
+100% Commander XP
+100% XP
+400% Free XP
Supertest Veteran -30% post-battle service cost
+15% credits
+100% XP
+300% Free XP
+25% credits
+100% Commander XP
+100% XP
+400% Free XP

 

What will happen with permanent camouflages not bound to a certain ship?

Permanent camouflages attachable to any ships of a certain Tier that were not attached to a ship will be converted into two separate entities:

  • A permanent economic bonus, corresponding to the standard bonus of the said Tier;
  • Permanent camouflage, which affects only the appearance of the ship. 

These two permanent entities don't have to be attached to the same ship: the camouflage can be attached to one ship and the bonus to another. 

Will the permanent economic bonuses be better than the standard ones?

We are not planning to make superior economic bonuses available once the change is released; only standard bonuses will be available.

How will expendable camouflages be acquired?

Most expendable camouflages will be permanently available, except for certain ones linked to partnerships, status, or especially rare ones, such as Recruiting Station, King of the Sea, and Gold. Available camouflages can be auto-purchased for credits, as well as in the new "More Camouflages" container. It will be available as daily containers, for Community Tokens, and in different bundles or combat missions.

Camouflages will cost between 22,500 and 90,000 credits, depending on the category of the pattern:

  • Standard, such as "Type 1" or "European" - 22,500 credits;
  • Single-color, such as "Type 21" or "Trophy" - 45,000 credits;
  • Abstract, such as "Ocean Soul" or "French Riviera" - 75,000 credits;
  • Artistic, such as "Union Jack" or "Summer" - 90,000 credits.

What will be the price of economic bonuses?

The following bonuses will be available for auto-purchase:

Credits XP Commander XP Free XP Price in doubloons
+20% +100% +100% +300% 12
+40% +200% +200% +600% 24

 

Comparison of the use of purchasable bonuses:

  Used bonuses Price Income difference
Example 1
Current system Equal Speed Charlie London, Papa Papa, Zulu Hotel, Zulu:
+50% XP, +300% Free XP, +50% Commander XP, +20% credits
38 doubloons  
New system +20% credits, +100% XP, +100% Commander XP, +300% Free XP 48 doubloons 33,3% more XP and Free XP
Example 2
Current system Equal Speed Charlie London, Papa Papa, Zulu Hotel, Zulu, Type 6 camouflage:
+150% XP, +300% Free XP, +50% Commander XP, +20% credits
88 doubloons  
New system +20% credits, +200% XP, +200% Commander XP, +600% Free XP 84 doubloons 20% more XP and 40% more Free XP

Will it be possible to sell economic bonuses and expendable camouflages?

You will be able to sell economic bonuses and purchasable camouflages for credits.

Daily Containers

With the release of the change the following daily containers will be available:

  • More credits and economic bonuses;
  • More combat signals;
  • Try your luck;
  • More Coal;
  • More Camouflages

Camouflages will drop from More Camouflages and from Try your Luck containers.

What will become of economic and special signals?

With the release of the update, these signals will be removed from the game. However, many players like it when their ship carries a large number of signals. Now, we are thinking about different options for additional decorations for ships through various customization elements. It is too early to talk about any specific options or details, because these are still only just ideas. However, there is a possibility that the signals removed from the game may appear in the future as one of these visual elements.

 

  • Cool 5
  • Funny 1
  • Bad 1

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Zitat

What happened with this? Is it gone forever? https://medium.com/@devblogwows/st-new-map-92df993a4e97

& A

few years ago, you teased the Bering Sea map with the Breakthrough game mode, but nothing appears to have come out of that test. Could you tell us why the map and the game mode were apparently scrapped, and is there any chance that they might appear in the future?

 

This map was originally developed and tested with the express aim of having it host a non-standard battle type where both teams spawned in close proximity to each other, thereby promoting aggressive tactics in battle. However, testing results and player feedback showed that, at the time, this concept was not very suitable for our game. As a result, development of the map itself was halted. Perhaps in the future, we will return to work on this map and implement the ideas mentioned above.

Zitat

How satisfied is the dev team with the results of the Dirigible derby mode test, and how likely is the mode to appear in random battles?

 

We used several indicators to assess the success of the mode, including the number of players who took part, the time spent in the mode, our own assessment, and the feedback we received. The results of Dirigible Derby were quite positive, and players have warmly embraced the mode. We are currently planning to bring it back to the main server as a temporary mode towards the end of year, and if its second appearance is as successful as the first, we will definitely consider adding it to Random Battles in the future.

Zitat

When creating a new game mode, do you put any thought in its possible implementation into competitive play such as Clan Battles and high profile tournaments, and do you make the rules up accordingly?

 

It's worth realizing that not all modes are designed for competitive activities, and the feasibility of adding a mode to these battle types is not a requirement when creating them. However, if the format of the new mode is potentially suitable for competitive activities, we do consider adding it there in the future. When adapting a mode for competitive activities we usually do not change the key rules, but only change the settings, such as the number and location of key areas, the number of points for capturing and holding them, the spawn locations, etc., as is done in Clan or Ranked battles with the Domination mode used in Random battles as well.

Zitat

What is the dev team's stance on introducing a feature that would allow teams to see the next map they would get when they queue up for CBs? My idea behind this is that such a feature would allow teams to adjust their ship lineup depending on which map they were about to play, which would likely diversify the meta by introducing map-specific lineups.

 

We have no plans to add such a feature at the moment. This is because its introduction will cause serious problems for the matchmaker, as teams with different maps for the next battle will be placed in separate queues. For example, in the 17th Clan battles season, there will be 6 maps available, and each of them will have its own queue, which will increase the waiting time of battles and significantly worsen the gaming experience in Clan battles. In the Hurricane League, for example, the waiting time for a battle can become significantly longer, as the number of clans reaching it is relatively small.

Zitat

Will it be difficult to implement spawn points that players can pick before the game starts? This will allow players to pick the side of the map that their ship will perform the best on. (Such thing already exists in many MMOs)

 

Adding the ability to choose a specific spawn will immediately lead to a number of problems, the most important of which will be:

 

- An imbalance in the number and class of ships on either flank

- Competition between players for grabbing certain spawn points will become a cause of conflict.

 

All of this will lead to discomfort for players and will have a negative impact on the quality of battles. Therefore we have no plans to add such mechanics, at least in Random Battles.

Zitat

Have you ever tested or considered dynamically changing maps, like erupting volcanos causing island borders to widen, moving/destructible icebergs, ice layers breaking, etc?

 

Yes, we have planned and even tested a prototype of destructible icebergs and even announced it in the development blog. However, the development of such dynamically changing objects was complicated by a number of technical problems and limitations. Therefore, while we work on the necessary fixes and improvements, the idea of dynamically changing maps is temporarily shelved in favor of higher priority features, such as improved Operations and new game modes. We'll be sure to let you know when we get back to work on such mechanics.

Zitat

What are the chances of seeing more game modes being introduced like Capture the flag, king of the hill, last man standing etc ?

 

If we consider the modes you mentioned in the context of adding them as main modes, a number of obstacles to their implementation are immediately apparent:

 

- Capture the flag does not really fit into the mechanics of our game: ship speeds and distances are not well suited for it, and the detectability system in World of Warships may further unpleasantly complicate the gameplay in such a mode. Additionally, Capture the Flag would involve ships respawning, which is not present in the main modes of World of Warships.

 

- King of the hill - for the time being we decided to remove Epicenter from the main servers, which is essentially a variation of this mode.

 

- Last Man Standing - this is essentially a free for all mode, which does not suit our game very much, as a lot in World of Warships is tied to teamwork.

 

However, despite the obstacles and limitations described above, these are quite interesting mode concepts. We could probably implement them in World of Warships, but only as temporary entertainment modes with special settings. We have no such plans at the moment, but they are great ideas for the future.

Zitat

How long does a map take from start to finish, and how much of that time is used to make the underwater world?

 

Creating a new map is a long and complex process. There are two main stages:

 

The first is creating a gameplay prototype of the map and testing it. At this stage, the map has no visuals and tests only its gameplay depending on the location of key areas and islands.At this point, it is important that the location and shape of the islands as well as the positions of the key areas do not give a significant advantage to either team. This stage usually takes 1-2 months. If initial testing is successful, the map moves on to the next stage of production, and if the concept of the map cannot be balanced or has significant flaws, the development and testing of another prototype begins.

 

The second stage is the creation of the appearance of the map - the biome, textures, and the underwater world. With our transition to HD maps, this part has become technically more complicated, so development takes about 4 months. The underwater world is created in parallel with the surface world, as this is more convenient, and we avoid the complicated process of combining them, and it is impossible to allocate a separate term for creating the underwater world.

 

Once these steps have been completed, the map goes through the standard testing procedure as part of the next Update, after which it will be released. This means that, on average, it takes at least six months to create a new map.

Zitat

Have the devs considered making game modes or maps based off historical battles; things like making proper re-enactments of Jutland, the Denmark Strait, Leyte Gulf, and/or Operation Ten-Go?

 

Right now we are working on a map idea whose design would be inspired by a famous historical battle. However, it is still in the early phases of design and we are now at the stage of choosing a suitable historical event. This is complicated by the fact that we need to choose an event that is easy to identify based on the visual style of the map and at the same time fits well with the gameplay features of our game, such as the number of ships in battle, the size of the map itself, the location of the key areas, etc. As soon as we find the right event and decide on the concept of the map, we will share it with you.

Zitat

Are there any map themes/biomes which were never used because of technical limitations?

 

We have no such technical limitations. World of Warships already has a wide variety of biomes representing different geographical zones. Battles take place in Arctic ice, tropical zones, and among desert islands. What's more, battles have been transported to fantastical and futuristic locations, as well as to a post-apocalyptic world and even into space during various temporary events! Rather, the challenge for us is that in reality naval battles took place far away from islands, and in creating the look of the map we need to make sure that the islands and other objects on the maps — while fulfilling their gameplay functions — look organic and do not interfere with the atmosphere.

 

  • Cool 3

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 5 Minuten, YabbaCoe sagte:

Commanders!

Based on testing results, we’re applying changes to British battleships, Iwami, Aquila, and San Diego. 

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

Zitat
01.06.2022 12:00
  • Test ships

Changes to test ships — 0.11.4 Closed testing

Based on testing results, we’re applying changes to British battleships, Iwami, Aquila, and San Diego. 

 

VII Rooke

  • AP shell maximum damage reduced: 11,900 to 11,400
  • Main battery firing range with the basic Gun Fire Control System module increased: 15.9 to 16.5 km
  • Main battery firing range with the researchable Gun Fire Control System module increased: 17.5 to 18.2 km

IX Duncan

  • Main battery sigma parameter increased: 1.5 to 1.6
  • Main battery firing range with the basic Gun Fire Control System module increased: 17.2 to 17.9 km
  • Main battery firing range with the researchable Gun Fire Control System module increased: 18.9 to 19.7 km

X St. Vincent

  • Main battery sigma parameter increased: 1.5 to 1.6
  • Main battery firing range increased: 19.5 to 20.5 km

IX Iwami

  • Main battery sigma parameter increased: 1.9 to 2.1
  • Main battery firing range increased: 20.3 to 22.3 km

VIII Aquila

  • Maximum torpedo damage reduced: 8,367 to 7,133. By extension, the blast radius from a torpedo explosion, its damage, and its chance to disable modules have been proportionately reduced

VIII San Diego

  • Main battery firing range reduced: 16 to 14.8 km
  • SAP shell maximum damage reduced: 1,950 to 1,800
  • Buff to reload time when using the Main Battery Reload Booster consumable decreased: 50% faster to 33% faster
  • Depth Charge Airstrike range increased: 5 to 7 km

These changes will take effect on the main server shortly.

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

  • Cool 3

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 3 Minuten, YabbaCoe sagte:

Commanders!

Based on an analysis of their combat effectiveness and player feedback, we’re applying balance changes to the Kansas-Vermont American battleship branch, United States, and submarines. 

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

Zitat
02.06.2022 14:00
  • Development Blog

Ship balance changes — 0.11.5 Closed Testing

Based on an analysis of their combat effectiveness and player feedback, we’re applying balance changes to the Kansas-Vermont American battleship branch, United States, and submarines. 

 

Kansas-Vermont branch changes

To improve the playability of these ships and highlight their firepower as a feature, part of the characteristics of these American battleships are being changed to those that were previously tested on Connecticut.

The ships will retain their usual gameplay style, with low speed and high salvo weight. However, thanks to their new engine settings, playing on them will become a more dynamic experience. Changes to their armor and their Repair Party consumables, in turn, will increase their survivability, as they often soaked up a lot of damage due to their low speed and large size.

VIII Kansas:

  • Reload time of the Repair Party consumable reduced: 80 to 40 s
  • The engine parameters have been changed: the acceleration for both forward and reverse movement has been significantly improved

IX Minnesota:

  • Reload time of the Repair Party consumable reduced: 80 to 40 s
  • Armor thickness of the athwartship raised bulkhead beneath the forward superstructure increased: 25 to 38mm
  • The engine parameters have been changed: the acceleration for both forward and reverse movement has been significantly improved
  • Detectability by ships reduced: 17.54 to 16.4 km. Other types of detectability reduced proportionally

X Vermont:

  • Reload time of the Repair Party consumable reduced: 80 to 40 s
    • The amount of HP restored by the consumable from damage received in the citadel, including from torpedoes hitting the citadel area, has been increased from 10% to 50%
  • The engine parameters have been changed: the acceleration for forward and reverse movement has been significantly improved
  • Casemate side armor increased from 38 to 51 mm
  • Detectability by ships reduced: 18.02 to 16.02 km. Other types of detectability reduced proportionally
  • Parameters of the main battery shells have been changed to better match the updated concept of the branch:
    • Increased the flight time of projectiles over long distances
    • Increased armor penetration at close range
    • Reduced armor penetration at long distances

  United States:

  • Tactical Squadron maximum torpedo damage reduced: 8,200 to 7,600
  • Chance to cause flooding reduced: 68% to 63%.

Submarine changes:

Added dispersion when launching torpedoes:

  • U-69  -11 ° for bow and 3 ° for stern tubes
  • U-190  - 11 °  for bow and 5 ° for stern tubes
  • U-2501  - 16 ° for bow tubes
  • U-4501 - 11 ° for bow and 16 ° for stern tubes
  • Cachalot  - 11 ° for bow and 5 ° for stern tubes
  • Salmon  - 11 °  for bow and stern tubes
  • Balao  - 16 ° for bow and 11 ° for stern tubes

This change will make it much harder to hit the same spot on a ship with a salvo of unguided torpedoes.

U-190 and Salmon:

Reduced the time before forced ascent when the sub's dive capacity is depleted. This will reduce the ability of these subs to escape detection underwater even after exhausting their dive capacity.

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

  • Cool 7

Share this post


Link to post
Share on other sites
Players
1,002 posts
25,809 battles

Gamescom 2022 Aussteller: Wargaming sagt ab (Update)

Gamescom 2022 Aussteller: Wargaming sagt ab (Update) - GamesWirtschaft.de

 

Update vom 1. Juni 2022: Metal-Konzerte, Bühnen-Shows, Partys, Goodies satt: Seit Jahren zählt der Stand von Wargaming.Net (World of Tanks, World of Warships) in Halle 8 zu den spektakulärsten Auftritten auf dem kompletten Gamescom-Gelände.

 

Doch nach zweijähriger Pandemie-Pause gibt es für Wargaming kein Comeback in Köln: Wie uns ein Unternehmenssprecher bestätigt hat, wird der Online-Spiele-Hersteller nicht an der Gamescom 2022 teilnehmen. Erst Anfang April hatte Wargaming das bis dato lukrative Endkunden-Geschäft in Russland und Belarus komplett aufgegeben.

  • Funny 5

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Zitat

Players recently discovered that the Last Stand skill was also affecting acceleration rates of undamaged engines.  After looking into the fix for the bug, we have an update:
 

"We know about the issue with the Last Stand skill, and we plan to fix it as soon as possible. However, since this interferes with rather complicated aspects of the game, regrettably it won’t happen in 0.11.5.

Please, accept our apologies for the inconvenience."

https://forum.worldofwarships.com/topic/255839-psa-last-stand/

  • Cool 3

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 3 Stunden, YabbaCoe sagte:

Commanders!

Here's a look at the major new features in the upcoming update.

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

 

Zitat
09.06.2022 01:00
  • Development Blog

Early access to British battleships, separation of economic bonuses from visual customizations, Brawls and other new features - Closed testing 0.11.6

Here's a look at the major new features in the upcoming update.

 

British battleships

In update 0.11.6, early access to new British battleships of Tiers III-X will begin, as well as a new timed event - "Titans of Industry".

Players will take part in competition between three British dockyards: Chatham, Elswick and Clydebank. Choose which shipyard you decide to lend your support to, but don't forget - each one will provide you with a unique reward.

"Titans of Industry" is similar to New Year's Eve, Aircraft Bureaus Rivalry, Battle of the Beasts and Clash of Courage events.

Participate in the event and earn British tokens that can be exchanged for ships in early access, permanent camouflages, and other goods.

The port of London has been updated to celebrate the event.

 

phphcNclp

phpIbIdgOphpgOPdBH

 

Separation of economic bonuses from visual customizations

In our previous posts we already told you about the upcoming big change - separating the economic bonuses from visual customization. Today, we are ready to tell you that it is planned for update 0.11.6.

While working on the update, we tried to achieve the following goals:

  • Provide you with the ability to separately select economic bonuses and exterior (camouflages);
  • Simplify the management of economic bonuses;
  • Grant you a comfortable transition from the old system to the new one;
  • Maintain the current state of the game's economy - costs and earnings.

The main principle that guided us was that you as players do not lose in total profitability, and in some situations you actually gain even more than before. 

We have also improved the interface, bonus management, inventory display and much more.

Below is a brief list of the key changes. If you are interested in more details about exterior separation, you will find them in our previous posts.

 
Spoiler
  • Economic bonuses from camouflages and signals become separate entities. Choosing a camouflage only affects visuals;
  • Bonus to XP does not affect Free XP and Commander XP. At the same time, however, all bonuses are increased accordingly;
  • Basic Free XP earnings are doubled;
  • Economic bonuses from permanent camouflages are purchased separately and are permanently active for a ship if present. Expendable bonuses can also now be added on top of permanent ones.
  • In order to simplify the system, only one economic bonus per resource (credits, Free XP, Commander XP, XP) can be used at a time (4 different bonuses in total). The values of the bonuses are designed in such a way that they can duplicate even the most profitable combinations from the current system;
  • Instead of lowering the service cost, permanent camouflages give a credit bonus that makes it so that the average income is either unchanged or increased;
  • The service cost for researchable Tier IX ships is reduced from 120,000 to 115,000 credits, for researchable Tier X ships — from 180,000 to 150,000 credits.
  • To account for the changes to bonuses that lower service cost, in Co-op battles, the current service cost will be additionally reduced by 13.3%, and credits earned increased by 12.5%;
  • All camouflages affect only a ship's appearance;
  • In order to make camouflages an exclusively visual customization, their combat bonuses are also separated from them. The 3% detectability range by sea bonus previously present on all camouflages is now built into the default parameters of all ships. The 4% increase of dispersions of shells fired by enemies attacking your ship will be entirely removed;
  • Most of the expendable camouflages you have or will receive will also be purchasable for credits;
  • The number of expendable items in your inventory is displayed including those that are already mounted on ships.
 

phpfOEghN

 

Along with this change and the addition of new economical bonuses, it entails a change to all rewards in game: in combat missions, campaigns, operations and collections, economic and special signals are replaced by bonuses. Camouflages will also be supplemented with bonuses. 

The contents of all containers containing signals or camouflages will also change.

Also, 2 new account access levels will be added to support the upcoming changes: 

Level 5 unlocking combat bonuses for the ship
Level 7 unlocking economic bonuses for the ship.

Thus, the total number of access levels will increase to 17. At the same time, the total number of battles to unlock the access levels remains unchanged. Players who have made progress in unlocking access levels of the account will not lose anything, as well as get all the missed rewards.

 

AI Update

In 0.11.6, we've upgraded our bot ship's AI in training and in cooperative battles:

  • AI has been improved for the following actions in training battles: moving, firing and using consumables.
  • Now aircraft carriers under AI control in cooperative battles will move sideways to the nearest capture point if there are few surviving allies left in the battle.
  • Bots will now be less likely to ram each other and hit islands in cooperative battles.

Changes in port

Several improvements have been made to the barge in the Port:

  • The barge now has the ability to view all available containers, grouped by type, and open all containers of the selected type at once.
  • For a number of containers, a link has been added to a page with information about their contents and the drop rates of its items.
  • The maximum number of containers a player can keep will be increased. Now players can have up to 9,999 containers on their accounts, but no more than 100 of each type.

phpdJnOHephpHMaINj

 

Naval Base

Added new building - Secret Naval Base, which will provide economic bonuses to Superships:

Level 1: +10% to the experience gained when playing Supership. The cost of the purchase is 80,000 oil.
Level 2: -15% of the Superships' acquisition cost. 160,000 Oil.
Level 3: +50% of Free experience for the Superships. Purchased at a cost of 320,000 Oil.

 

Brawls

In update 0.11.6 there will be 2 brawls in a 2v2 format:

  • The first, in which TX ships will take part, will start on 18 July.
  • The second brawl will start on August 1. This time, players will have to bring their Tier VII ships into battle.

Restrictions by class: no more than one aircraft carrier per team, no more than one battleship per team.

 

Adding and changing content

Added to the game: 

  • Permanent camouflage "Ahead of the Future" for Incomparable.

phpngdpIm

  • Permanent "Industrial" camouflage for Hawke, Dunkan, St.Vincent.

phpehkJLj

  • British commanders "Charlie Chatham", "Eddie Elswick" and "Kyle Clydebank".

phpHBaeio

  • Flags British Battleships, Anchors, Sextan and Rose of the Winds.
  • The Titans of Industry achievement.

phpLIchFj

  • New daily container "More Camouflages".

72 new camouflages added to the Distant Voyages container.

Standard British commanders' portraits have been updated and several new ones added.

In 0.11.6, the American destroyers will continue to be updated. This time Sims, Sims B, Sampson, Wickes, Clemson, Nicholas and Farragut will get new models.

phpbFifbAphpEaLjdO

phpNpgbJPphpgnFNNO

phpfapemmphpPfnbPG

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

  • Cool 6

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts

https://blog.worldofwarships.com/blog/331

Zitat

New ships - Closed testing 0.11.6

German battleship Anhalt, Spanish destroyer Álvaro de Bazán, European superdestroyer Dalarna and Japanese submarine I-56 have been added to the game for testing.

 

German battleship Anhalt, Tier VIII

phpciAFCF

Spoiler

German battleship Anhalt, tier VIII
Hit points – 69500. Plating - 32 mm.

Main battery - 5x3 350 mm. Firing range - 21.1 km.
Maximum HE shell damage – 4000. HE shell armor penetration - 88 mm. Chance to cause fire – 27%. HE initial velocity - 815 m/s.
Maximum AP shell damage - 10500. AP initial velocity - 815 m/s.
Reload time - 30.0 s. 180 degree turn time - 45.0 s. Maximum dispersion - 271 м. Sigma – 1.70.

Torpedo tubes - 4x1 700 mm. Maximum damage - 20633. Range - 6.0 km. Speed - 54 kt. Reload time - 45 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.7 km.

Secondary Armament:
6x2 105.0 mm, range  - 7.6 km.
Maximum HE shell damage – 1200. Chance to cause fire – 5%. HE initial velocity - 900 m/s
8x1 150.0 mm, range  - 7.6 km.
Maximum HE shell damage – 1800. Chance to cause fire – 10%. HE initial velocity - 835 m/s

AA defense: 14x1 20.0 mm., 10x2 37.0 mm., 16x4 20.0 mm., 6x2 105.0 mm.

  • AA defense short-range: continuous damage per second - 294, hit probability - 70 %, action zone - 2.0 km;
  • AA defense mid-range: continuous damage per second - 182, hit probability - 75 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 123, hit probability - 75 %, action zone - 5.2 km;
  • Number of explosions in a salvo - 6, damage within an explosion - 1400, action zone 3.5 - 5.2 km.

Maximum speed - 25.0 kt. Turning circle radius - 900 m. Rudder shift time – 16.0 s. Surface detectability – 15.5 km. Air detectability – 11.5 km. Detectability after firing main guns in smoke  – 13.3 km.

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

A battleship with an original layout, armed with fifteen 350mm main caliber guns in five three-gun turrets.

These relatively small caliber guns are compensated by their number, high salvo weight, and high armor penetration of high-explosive shells.

The ship is well protected against both HE and SAP shells. However, her citadel is quite vulnerable to enemy shells compared to the typical armor scheme of German battleships.

In close combat, Anhalt can surprise the enemy with her powerful 700mm torpedoes mounted in four single tube torpedo tubes. At the same time, unlike most German battleships, she has no Hydroacoustic Search.

 

Spanish destroyer Álvaro de Bazán, Tier X

phpeCofIi

Spoiler

Spanish destroyer Álvaro de Bazán, tier X

Hit points – 26600. Plating - 19 mm.

Main battery - 4x2 135 mm. Firing range - 11.6 km.
Maximum HE shell damage – 1950. HE shell armor penetration - 23 mm. Chance to cause fire – 9%. HE initial velocity - 825 m/s.
Maximum AP shell damage - 2500. AP initial velocity - 825 m/s.
Reload time - 10.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 102 м. Sigma – 2.00.

Burst fire:
Reload time - 40.0 s. Burst interval - 2.0 с. Shots in the series 3.

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

AA defense: 10x4 30.0 mm., 2x2 37.0 mm.

  • AA defense short-range: continuous damage per second - 329, hit probability - 95 %, action zone - 3.0 km;
  • AA defense mid-range: continuous damage per second - 39, hit probability - 100 %, action zone - 3.5 km;

Maximum speed - 40.0 kt. Turning circle radius - 730 m. Rudder shift time – 5.6 s. Surface detectability – 7.9 km. Air detectability – 4.3 km. Detectability after firing main guns in smoke  – 3.1 km.

Available consumables:
1 slot - Damage Control Party;
2 slot - Smoke Generator;
3 slot - Engine Boost.

A high speed destroyer leader with powerful artillery armament. The destroyer is similar to the Italian Capitani Romani type ships.

The main feature of the Álvaro de Bazán is the eight 135mm main caliber guns with HE and high-powered AP shells, as well as the ability to use the Alternative firing mode "Burst fire" previously available only to some superships.

Thanks to her fast 40 knot speed, she can rapidly attack enemy ships and deal heavy damage in a very short amount of time.

Torpedo armament is represented by two four-tubed torpedo launchers. The torpedoes have good range, but not the highest speed and damage.

Consumables are represented by the classic destroyer set of Engine Boost and Smoke Generator.

 

European superdestroyer Dalarna

phpLmLaIc

Spoiler

European superdestroyer Dalarna

Hit points – 20300. Plating - 19 mm.

Main battery - 3x2 120 mm. Firing range - 12.3 km.
Maximum HE shell damage – 1750. HE shell armor penetration - 20 mm. Chance to cause fire – 8%. HE initial velocity - 825 m/s.
Maximum AP shell damage - 2100. AP initial velocity - 825 m/s.
Reload time - 2.0 s. 180 degree turn time - 7.2 s. Maximum dispersion - 108 м. Sigma – 2.00.

Torpedo tubes - 2x5 533 mm.

  • Torpedoes: maximum damage - 10700. Range - 15.0 km. Speed - 86 kt. Reload time - 90 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.8 km.
  • Alternative torpedos: maximum damage - 14400. Range - 10.0 km. Speed - 70 kt. Reload time - 90 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.

AA defense: 5x1 40.0 mm., 2x2 57.0 mm., 3x2 120.0 mm.

  • AA defense mid-range: continuous damage per second - 379, hit probability - 100 %, action zone - 4.0 km;
  • AA defense long-range: continuous damage per second - 210, hit probability - 100 %, action zone - 6.0 km;
  • Number of explosions in a salvo - 9, damage within an explosion - 1890, action zone 3.5 - 6.0 km.

Maximum speed - 36.0 kt. Turning circle radius - 720 m. Rudder shift time – 4.4 s. Surface detectability – 7.7 km. Air detectability – 3.9 km. Detectability after firing main guns in smoke  – 2.8 km.

Available consumables:
1 slot - Damage Control Party;
2 slot - Engine Boost;
3 slot - Repair Party;
4 slot - Defensive AA Fire.

A versatile destroyer, combining powerful artillery and torpedo armament with the most modern AA defense equipment for the 1950s.

Dalarna is a classic representation of the European destroyer line: powerful torpedo armament, strong AA defense, no smoke, and a decent caliber for her main guns, which allows the ship to repel the enemy in an artillery duel.

The main difference between this ship and its predecessor, Halland, is the additional turret, which gives it one of the best damage per minute of her type.

In addition, the Dalarna can use two types of torpedoes in combat:

  • The familiar "European" torpedoes with high speed and low damage.
  • Slow and not the most long-range torpedoes with increased damage.

The superdestroyer's consumables are represented by the Engine Boost, Repair Party, and Defensive AA Fire.

Japanese submarine I-56, Tier VIII

phpNHABmb

Spoiler

Japanese submarine I56, tier VIII

Hit points – 24200. Plating - 19 mm.

Dive capacity 120 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 2 units/s.

Main battery - 1x1 140 mm. Firing range - 8.5 km.
Maximum SAP shell damage - 2750. SAP shell armor penetration - 39 mm. SAP initial velocity - 700 m/s.
Reload time - 2.3 s. 180 degree turn time - 7.2 s. Maximum dispersion - 45 м. Sigma – 2.00.

Sonar:
Reload time 6.5 s; Duration of a ping effect on a highlighted sector -  25.0 s, double highlighted sector - 55.0 s; Ping velocity 600; Maximum range 6.0 km.

Torpedo tubes - 6x1 533 mm.

  • Acoustic homing torpedoes: maximum damage - 10800. Range - 6.0 km. Speed - 78 kt. Reload time - 35 s. Number of loaders - 6.  Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 2.1 km.
  • Torpedos: maximum damage - 14300. Range - 12.5 km. Speed - 73 kt. Reload time - 35 s. Number of loaders - 6.  Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.9 km.

Maximum speed - 27.0 kt. Turning circle radius - 750 m. Rudder shift time – 9.0 s. Surface detectability – 7.3 km. Air detectability – 2.6 km. Detectability after firing main guns in smoke  – 3.0 km.

Available consumables:
1 slot - Damage Control Party;
2 slot - Hydrophone.

I-56 belonged to the third and final series of the second modification «Otsu» class submarines -Type B Mod. 2 (I-54 class), which included 3 ships and operated in the Imperial Japanese Navy from 1944-1945. «Otsu» was one of the most numerous submarine classes in the Japanese Navy during the Pacific war period. Submarines of this type were fully suited to the conditions of the Pacific theater of war - well armed, fast-moving, highly autonomous, with a short dive capability, and suitable for a wide variety of combat missions. However, the price for the high performance characteristics was a large displacement and the cost of the submarine.

The main armament of the submarine is composed of six torpedo tubes with long-range torpedoes in the bow of the hull, as well as a 140mm main caliber gun with SAP shells, under direct player control.

The sub has excellent surface maneuverability, but it is significantly lower underwater and has limited dive capacity. This makes long dives impossible for the I-56.

This submarine's combat tactics are similar to those of the Japanese torpedo destroyers: playing on the surface and regularly attacking enemy ships with torpedoes without homing from long range.

 
Ships' parametrs

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

  • Cool 4
  • Funny 1
  • Bad 1

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 3 Minuten, YabbaCoe sagte:

Commanders!

Based on testing results, we’re applying changes to British battleships, Iwami, Aquila, and Hampshire. There will also be changes made to submarines.

 

Read more

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

Zitat
10.06.2022 11:00
  • Development Blog

Changes to test ships and submarines — 0.11.5 Closed testing

Based on testing results, we’re applying changes to British battleships, Iwami, Aquila, and Hampshire. There will also be changes made to submarines.

 

British battleships Renown and Hawke, Tiers VI and VIII:

  • Added the Engine Boost consumable.

British battleship Hawke, Tier VIII:

  • Main battery sigma parameter increased from 1.5 to 1.6.
  • Main battery firing range with the stock Gun Fire Control System module increased from 16.5 to 17.1 km.

British battleship Duncan, Tier IX:

  • Maximum torpedo damage increased from 21,064 to 29,367.
  • Torpedo arming distance reduced from 1500 to 540 m. Torpedo launch sectors in the direction to the bow of the ship were slightly reduced as well. 

British battleship St. Vincent, Tier X:

  • The amount of HP restored by the Specialized Repair Teams consumable from damage received to parts of the hull increased from 50 to 60%.
  • Maximum torpedo damage increased from 21,064 to 29,367.
  • Torpedo arming distance reduced from 1500 to 540 m. Torpedo launch sectors in the direction of the ship's bow were slightly reduced as well. 

British cruiser Hampshire, Tier VIII:

  • The width of the torpedo spread in a standard launch mode was reduced and brought to standard values for British cruisers. 

British battleship Collingwood, Tier VII:

  • Added the Hydroacoustic Search consumable with the following settings:
    • Number of charges - 3;
    • Torpedo detection range - 3 km;
    • Ship detection range - 4 km;
    • Action time - 100 s;
    • Reload time - 120 s.
  • Added the Main Battery Reload Booster consumable with the following settings:
    • Number of charges - 4;
    • Reload time - 120 s;
    • Action time - 20 s;
    • Main Battery reload time reduction - 50%.

Japanese battleship Iwami, Tier IX:

  • Increased the accuracy of secondary battery guns - they are now similar in the accuracy to the secondary guns of Georgia.

Italian aircraft carrier Aquila, Tier VIII:

  • Number of torpedo bombers on deck reduced from 21 to 18. 
  • Number of Engine Cooling consumables for the attack aircraft increased from 2 to 4.
  • Number of Patrol Fighters consumables for attack aircraft and torpedo bombers increased from 3 to 4. 

Changes to submarines:

Changed the dispersion when launching torpedoes:

  • Cachalot:
    • For bow tubes - reduced from 11° to 3°;
    • For stern tubes - reduced from 5° to 2°;
  • Salmon:
    • For bow and stern tubes - reduced from 11° to 3°;
  • Balao:
    • For bow tubes - reduced from 16° to 5°;
    • For stern tubes - reduced from 11° to 3°
  • U-69:
    • For bow tubes - reduced from 11° to 3°;
    • For stern tubes - reduced from 3° to 1°;
  • U-190:
    • For bow tubes - reduced from 11° to 3°;
    • For stern tubes - reduced from 5° to 2°;
  • U-2501:
    • For bow tubes - reduced from 16° to 5°;
  • U-4501:
    • For bow tubes - reduced from 11° to 3°;
    • For stern tubes - reduced from 16° to 5°;

German submarine U-4501, Tier X

  • Sonar ping range reduced from 14 to 6.3 km. Now it has the same value as the range of homing torpedoes. 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

 

  • Cool 3

Share this post


Link to post
Share on other sites

×