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keine richtigen Game-News, aber trotzdem:

Zitat

Wargaming Opens New Studios for World of Tanks and World of Warships After Exit from Russia and Belarus

Christina Gonzalez Posted: Jun 14, 2022 2:30 PM

 

After the invasion of Ukraine by Russia, Wargaming announced in early April that the company would exit both Russia and Belarus and would sell its stake in games like World of Tanks and World of Warships in those countries to local companies. Now, Wargaming has announced the opening of two new studios, Wargaming Belgrade in Serbia and Wargaming Warsaw in Poland.

 

These two new studios join the company’s other six locations across Europe and a total of 17 locations worldwide. The Belgrade studio will have international and local talent and be focusing on the  World of Tanks and World of Warships franchises. This location will also be “an important relocation hub for Wargaming staff from multiple locations” and potentially develop new products.

The new studio in Warsaw will be initially focused on publishing, but there’s more to come there as the relocation and opening of these new studios continue the adjustment process. 

In a press release announcing the two new studios, Wargaming CEO Victor Kislyi described the process. “Warsaw and Belgrade were logical choices for these new locations, both are fast developing technology sectors with enormous potential. We look forward to working closely with both cities’ IT communities to build best-in-class game development and publishing units,” he says.

Wargaming’s decision to leave Russia and Belarus behind after committing to help some of its employees flee war may have come as a surprise, especially as at the time, the company’s statement also confirmed an expected financial loss as a result of the move and foregoing business in those two countries.

With the new locations, it seems that they’re continuing to be a work in progress, but the World of Tanks and World of Warships franchises have a new hub to grow into. 

For more on the games, including updates on all published franchises, head to Wargaming.net. 

https://www.mmorpg.com/news/wargaming-opens-new-studios-for-world-of-tanks-and-world-of-warships-after-exit-from-russia-and-belarus-2000125285

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Vor 1 Stunde, YabbaCoe sagte:

Commanders!

 

See what restrictions we’re applying to the current 17th Clan Battles Season.

 

Read more

Zitat
28.06.2022 14:00
  • Development Blog

Ship Restrictions for the ongoing Clan Battles Cayman Season

See what restrictions we’re applying to the current 17th Clan Battles Season.

 

Based on analysis of battle statistics as well as player feedback from the current Clan Battles season, we decided to make some changes to the ship limits in place.

The following changes will take effect on June 29:

  • Removed the ban on X Petropavlovsk and X Kléber
    • However, teams can have no more than one X Petropavlovsk and no more than two X Kléber per battle
  • New restrictions: teams can no longer have more than one   Condé and one X Napoli per battle
Vor 46 Minuten, YabbaCoe sagte:

Commanders!

Based on testing results, we’re applying changes to Clausewitz, Huron, Rooke, Hawke, Duncan, Rio de Janeiro, and Hampshire.


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
28.06.2022 15:00
  • Development Blog

Changes to Test Ships — 0.11.5 Closed Testing

Based on testing results, we’re applying changes to Clausewitz, Huron, Rooke, Hawke, Duncan, Rio de Janeiro, and Hampshire.

 

  Clausewitz

  • Maximum HE shell damage increased: 2,400 to 2,950.
  • Chance to start a fire with an HE shell increased: 14% to 15%.

VII Collingwood

  • Forward and aft armor increased: 16 to 26 mm.
  • Action time of the Main Battery Reload Booster consumable increased: 20 to 25 s.
  • Main battery reload time increased: 25 to 26 s.

VII Huron

  • Maximum HE shell damage reduced: 1,900 to 1,600.
  • Main battery reload time reduced: 4.5 to 4.2 s.

VII Rooke, VIII Hawke, and IX Duncan

  • Main battery reload time increased: 30 to 31 s.

V Rio de Janeiro

  • Main battery reload time increased: 30 to 31 s.

VIII Hampshire

  • Main battery reload time increased: 10 to 10.5 s.
  • Maximum AP shell damage reduced: 4,500 to 4,350.

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.

 

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Vor 3 Stunden, YabbaCoe sagte:

Commanders!

A new map, The Seychelles, will be entering closed testing in the near future.

 

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
30.06.2022 01:00
  • Development Blog

New Map — Closed Testing

A new map, The Seychelles, will be entering closed testing in the near future.

 

Our goal with the design of this new map is to come as close as possible to an accurate geographic portrayal of the real-life Seychelles. With this, we want to test if we can use actual real-world locations in the game, instead of only taking inspiration from them. For our prototype, we chose the northeastern part of the archipelago, centering around the islands of Praslin and La Digue, as well as their many adjacent islands. The new in-game map is intended for high-Tier battles.

The visual theme will also try to capture the look and feel of the Seychelles — green tropical forests atop mountainous islands.

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The map is still at a very early stage of testing and may yet undergo various changes in the future. In any event, we will try to keep the portrayal of the real location as accurate as possible. We will share more information about the fate of the proposed map at a later date.

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.

 

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Vor 6 Stunden, YabbaCoe sagte:

Commanders!

We continue to fine-tune submarines based on testing results.

 

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
30.06.2022 11:00
  • Development Blog

Changes to Submarines — 0.11.6 Public Testing

We continue to fine-tune submarines based on testing results.

 

VI Cachalot, VIII Salmon, and X Balao

  • Dive Capacity recovery rate reduced: 1.5 to 1.2 units/s.

VI U-69, VIII U-190 and X U-2501

  • Dive Capacity recovery rate reduced: 1 to 0.8 units/s.

Changes to speed and turning circle radius

 

Surface speed (knots)

Underwater speed (knots)

Turning circle radius (meters)

Before

After

Before

After

 Before

 After

Cachalot

25

27

15

13

550

500

Salmon

31

33

18

16

640

580

Balao

28

30

29

26

650

590

U-69

25

27

15

13

470

420

U-190

27

29

15

13

540

480

U-2501

26

27

31

27

540

480

I-56

27

29

15

13

750

670

 

Changes to Upgrades

  • The bonus to Dive Capacity reserve provided by the "Dive Capacity Modification 2" upgrade (6th slot) has been reduced from 20% to 15%.

Soviet submarine S-189, Tier VIII

In one of our previous publications, we talked about the addition of submarine S-189 to the game. Today, we’re ready to share its features and performance characteristics.

S-189, a Project 613 submarine — the most numerous class of submarines of the USSR Navy — was built taking into account the experience of the Second World War. She had the ability to operate underwater for long periods of time.

The submarine is equipped with 4 bow and 2 stern torpedo tubes. S-189’s guided torpedoes have a short range of 5 km, so its alternative torpedoes are its main armament. This sub is distinguished by its good Dive Capacity reserve, good concealment, as well as a Hydrophone consumable with an increased range of 10 km.

Spoiler

Soviet submarine S-189, tier VIII

Hit points – 14200. Plating - 19 mm.
Dive capacity 250 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 0.8 units/s.

Sonar:
Reload time 8 s; Duration of a ping effect on a highlighted sector -  25.0 s, double highlighted sector - 30.0 s; Ping velocity 980; Maximum range 5 km

Torpedo tubes - 6x1 533 mm.
Maximum damage - 9544. Range - 5 km. Speed - 65 kt. Reload time - 61 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.7 km.

Alternative torpedo:
Maximum damage - 14300. Range - 12.3 km. Speed - 74 kt. Reload time - 61 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 2 km.

Dispersion of the bow torpedo tubes - 3°. Dispersion of the stern torpedo tubes - 2°. Number of bow torpedo tube loaders 4. Number of stern torpedo tube loaders 2.

Maximum surface speed - 30.0 kt. Maximum underwater speed - 21.0 kt. Turning circle radius - 480 m. Rudder shift time – 5.7 s. Surface detectability – 5.5 km. Air detectability – 2.0 km.

Available consumables:
1 slot - Damage Control Party.
2 slot - Hydrophone (Duration time 40 s; Preparation time 300 s; Submarine spotting range at maximum depth 10.0 km;  Interval between pings 6 s; Reload time 80 s; Equipment is unlimited)

All stats are listed without crew and upgrade modifiers but with best

 

 

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Vor 3 Stunden, _FrostVortex_ sagte:

We are ready to share the information about the main news of the upcoming update. 

Read more: https://blog.worldofwarships.com/blog/340

Zitat
07.07.2022 01:00
  • Development Blog

New Dockyard, new Clan Season, Brawls, camera improvements and other news - 0.11.7 Closed testing

We are ready to share the information about the main news of the upcoming update. 

 

New Dockyard

In Update 0.11.7 the construction of Puerto Rico at the Dockyard will begin.

Rules:

  • Ship construction at the Dockyard will consist of 40 phases;
  • These shipbuilding phases can be completed by progressing through Dockyard combat missions or by spending 1,750 Doubloons to pass through each phase.
  • The combat mission groups can be completed during Updates 0.11.7, 0.11.8 and first three weeks of 0.11.9. The Dockyard will remain available until the start of Update 0.11.10;
  • In total, you can progress through 34 out of 40 shipbuilding phases by completing Dockyard combat missions;
  • You will receive rewards for completing each phase:
    • The reward for completing phase 25 will be Huron with a 6 skill points commander and a port slot. The Huron camouflage that won the special contest will be added to the game and be available at a later date.
    • The final reward will be Puerto Rico with a permanent Ceremonial camouflage, a port slot, a commander with 10 skill points, and a commemorative flag.

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If you already own Puerto Rico, upon completing the shipbuilding you will receive a Puerto Rico certificate and special Armory section will be available to you. There you will be able to exchange the certificate for 35,000 doubloons, 33,000 steel, 63,000 Research Points or 264,000 coal of your choice. Thus, for completing the shipbuilding you will be able to purchase any other available Tier X Resource ship.

You will be able to complete Dockyard combat missions even if you finish building Puerto Rico with doubloons. However, instead of shipbuilding phases you will receive 250 steel for each phase.

We also want to share with you in advance the combat missions of this Dockyard. You can find them in the document via this link

 

New Clan Battles season

From August 15 to October 3 the 18th season of Clan Battles "Sirenidae" will be held.

Battles will be featuring Tier VIII ships in a 6 vs 6 format. 

Aircraft carriers are not allowed, there can be no more than one battleship per team. Details of the season will be announced later.

 

Brawls

Update 0.11.7 will be featuring three Brawls in the following formats:

  • First Brawl - August 15-22:
    • 12 vs 12 on Tier VI battleships.
  • Second Brawl - August 22-29:
    • 4 vs 4 on Tier IV ships. Class limits are - 0-1 CV, 0-3 BBs, 0-3 CAs, 0-3 DDs.
  • Third Brawl - August 29-September 5:
    • 3 vs 3 on Tier IV ships. Class limits are - 0-1 CV, 0-2 BBs, 0-2 CAs, 0-2 DDs.

British battleships. Part 2

The Port of London has been updated as part of the continuation of the Early Access to British Battleships.

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Also added The Heyday of Industry Container and The Heyday of Industry Premium Container.

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Camera improvements

In version 0.11.7 to improve the comfort of the game there will be adjustments made to the combat camera:

  • Changed the default base view angle;
  • Improved camera operation when using the Spotting Aircraft: now the player has 2 camera positions to choose from, to make aiming when using the Spotting Aircraft more comfortable:
    • Lower, similar to the the current camera position without using the Spotting Aircraft;
    • Upper, similar to the current camera position when using the Spotting Aircraft;

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  • New settings added:
    • "Field of View", allowing players to set the angle of view themselves. The setting does not affect the binoculars mode;
    • "Camera height" allowing players to raise and move the camera away from the ship;
    • "Camera flying around the ship before the start of the battle", which allows players to turn this option on or off. It will replace the "Always start a battle completely zoomed out" setting;
    • "Alternate Airstrike Control", enabling dynamic camera zoom depending on distance.
  • The position of the Main Battery and Torpedo tubes will now be fixed when switching to Airstrike mode;
  • The camera angle in the torpedo tubes view is now the same as in the main battery  view.

Detailed information about all the changes to the combat camera in 0.11.7 will be published later.

 

Improvements to submarines

In version 0.11.7 submarines will receive a number of improvements:

  • The Hydrophone consumable is split into two - the Upper Lookout Hydrolocator and the Low Frequency Hydrophone:
    • The Upper Lookout Hydrolocator shows the position of surface ships and illuminates the bottom topography;
    • The Low Frequency Hydrophone allows detection of submarines in an underwater position.

A Hydrophone combines two different tasks, and is often used to perform only one of them, while the other is overlooked. Splitting the consumable will make submarine play more comfortable, allowing you to activate exactly the consumable you need at a given time. 

The settings for the new consumables will change in comparison to the current version of Hydrophone.

  • Disabled guaranteed detection for submarines in submerged position

Due to the interaction patterns of the submarines, they often accidentally detect each other. This causes them to get caught in an air strike and also forces them to engage in a duel without being able to get out of it safely. Disabling guaranteed detection will make submarine play more comfortably, and in case you want to attack an enemy sub, you will be able to use the Low Frequency Hydrophone.

  • The visual effect of using a sonar, displayed above the submarine, is now also displayed for the submarine itself.

The change will make playing submarines more understandable and comfortable, and allow them to better understand the interaction of the opponents with it.

 

Visual changes

Improved the rendering of shadows:

  • Added a new shadow quality preset - "Very High";
  • Increased the details for the "High" and "Maximum" presets;
  • Fixed errors in the display of shadows for all presets.

Please note: the game's minimum system requirements have been increased: full support for DX 11 SHADER MODEL 5_0 is now required. The minimum required video cards are now GeForce GTX 460/Radeon HD 5770. It will not be possible to run the game client on older video cards. 

 

Content additions and changes

Special permanent camouflages of researchable European destroyers of Tiers V-X as well as the destroyer Smaland have been updated. They are now called "Traditions of the North".

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The following content has also been added to the game:

  • Permanent camouflages: Cloud Privateer for Hampshire and North Sea for Incomparable;

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  • Commanders: William Lymington and Minakami Shiori;
  • Patches: Obon Matsuri and Compass;
  • Flags: Around the World and The Scarlet Rose.

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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.

 

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Vor 6 Stunden, YabbaCoe sagte:

Commanders!

American cruiser Vallejo, European destroyer Velos and British aircraft carrier Malta 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
07.07.2022 22:00
  • Development Blog

New ships - Closed testing 0.11.7

American cruiser Vallejo, European destroyer Velos and British aircraft carrier Malta have been added to the game for testing.

 

American cruiser Vallejo, Tier IX

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One of the versions of the project, which preceded the creation of Worcester-class cruisers. The main armament is ten 152-mm dual-purpose guns in five turrets.

Vallejo is a light cruiser with improved ballistics and good firing range, as well as a Spotting Aircraft consumable with an accelerated reload, which allows her to fire effectively at long ranges.

The ship's consumables are presented by the Defensive AA Fire and a Repair Party in separate slots, as well as a Rapid Takeoff Spotter with fast reload and a Fighter consumables in a single slot. At the same time, unlike other American high Tier cruisers, it has no Hydroacoustic Search and Surveillance Radar consumables. 

Spoiler

American cruiser Vallejo, tier IX

Hit points – 44000. Plating - 25 mm. Fires duration: 30 s.
Main battery - 5x2 152 mm. Firing range - 16.7 km.
Maximum HE shell damage – 2200. HE shell armor penetration - 30 mm. Chance to cause fire – 12%. HE initial velocity - 812 m/s.
Maximum AP shell damage - 3200. AP initial velocity - 762 m/s.
Reload time - 5.0 s. 180 degree turn time - 7.2 s. Maximum dispersion - 148 м. Sigma – 2.05.

  • AA defense: 12x2 20.0 mm., 11x2 76.2 mm., 5x2 152.0 mm.
  • AA defense short-range: continuous damage per second - 130, hit probability - 85 %, action zone - 2.0 km;
  • AA defense mid-range: continuous damage per second - 378, hit probability - 90 %, action zone - 4.0 km;
  • AA defense long-range: continuous damage per second - 116, hit probability - 90 %, action zone - 6.9 km;
  • Number of explosions in a salvo - 6, damage within an explosion - 1820, action zone 3.5 - 6.9 km.

Maximum speed - 32.5 kt. Turning circle radius - 740 m. Rudder shift time – 10.7 s. Surface detectability – 11.5 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke  – 5.7 km.

Available consumables:

  • 1 slot - Damage Control Party 
  • 2 slot - Defensive AA Fire 
  • 3 slot - Repair Party
  • 4 slot - Fighter / Rapid Takeoff Spotter (Duration time 60 s; Main battery firing range +20.0%; Reload time 10 s; Charges 5)

European destroyer Velos, Tier IX

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One of the many Fletcher-class destroyers which was transferred to the Greek Navy in 1959.

The destroyer has rapid-firing main battery guns and one torpedo launcher with fast reload. The ship also features good concealment and a Smoke Generator with a long smoke screen dispersion time. 

In addition to the Smoke Generator, the ship's equipment is represented by the Engine Boost and the Defensive AA Fire consumables in separate slots.

Spoiler

European destroyer Velos, tier IX

Hit points – 17100. Plating - 19 mm.
Main battery - 4x1 127 mm. Firing range - 12.1 km.
Maximum HE shell damage – 1800. HE shell armor penetration - 21 mm. Chance to cause fire – 5%. HE initial velocity - 792 m/s.
Maximum AP shell damage - 2100. AP initial velocity - 792 m/s.
Reload time - 2.2 s. 180 degree turn time - 5.3 s. Maximum dispersion - 106 м. Sigma – 2.00.
Torpedo tubes - 1x5 533 mm.
Maximum damage - 19033. Range - 10.5 km. Speed - 66 kt. Reload time - 60 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.4 km.

  • AA defense: 3x2 76.2 mm., 4x1 127.0 mm.
  • AA defense mid-range: continuous damage per second - 126, hit probability - 100 %, action zone - 4.0 km;
  • AA defense long-range: continuous damage per second - 60, hit probability - 100 %, action zone - 5.8 km;
  • Number of explosions in a salvo - 3, damage within an explosion - 1540, action zone 3.5 - 5.8 km.

Maximum speed - 38.0 kt. Turning circle radius - 620 m. Rudder shift time – 3.9 s. Surface detectability – 6.9 km. Air detectability – 3.2 km. Detectability after firing main guns in smoke  – 2.6 km.

Available consumables:

  • 1 slot - Damage Control Party 
  • 2 slot - Smoke Generator
  • 3 slot - Engine Boost 
  • 4 slot - Defensive AA Fire 

British aircraft carrier Malta, Tier X

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A project of a large aircraft carrier with an armored deck, which was developed during the war, taking into account the experience of military operations in the Pacific.

The aircraft carrier has a large number of aircraft in the squadron and attack flight compared to the researchable British aircraft carriers. Another feature of the ship is her dive bombers attacking in a horizontal flight and carrying AP bombs . 

Spoiler

British aircraft carrier Malta, tier X

Hit points – 66600. Plating - 19 mm.
Secondary Armament:
8x2 113.0 mm, range  - 5.0 km.
Maximum HE shell damage – 1600. Chance to cause fire – 7%. HE initial velocity - 746 m/s

  • AA defense: 9x6 40.0 mm., 8x2 113.0 mm.
  • AA defense mid-range: continuous damage per second - 312, hit probability - 100 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 144, hit probability - 100 %, action zone - 5.8 km;
  • Number of explosions in a salvo - 6, damage within an explosion - 1540, action zone 3.5 - 5.8 km.

Maximum speed - 33.6 kt. Turning circle radius - 1220 m. Rudder shift time – 16.9 s. Surface detectability – 15.2 km. Air detectability – 12.2 km.

Available consumables:

  • 1 slot - Damage Control Party 
  • 2 slot - Fighter 

Aircraft:
Attack aircraft
Hit points - 2190, cruising speed - 137.0 knots, size of attacking flight - 4, aircraft per squadron - 12, aircraft restoration time - 64 s, detectability range - 10.0 km, number of aircraft on deck - 18.
Rockets in playload - 10, maximum rocket damage - 2350, armor penetration - 28 mm, chance to cause fire – 9 %.
Torpedo bombers
Hit points - 2250, cruising speed - 136.0 knots, size of attacking flight - 4, aircraft per squadron - 12, aircraft restoration time - 64 s, detectability range - 10.0 km, number of aircraft on deck - 18.
Torpedoes in payload - 1, maximum torpedo damage - 5933, aerial speed - 35 knots, torpedo range - 2.4 km, torpedo arming distance 470 m.
Dive bombers
Hit points - 2320, cruising speed - 134.0 knots, size of attacking flight - 5, aircraft per squadron - 15, aircraft restoration time - 51 s, detectability range - 10.0 km, number of aircraft on deck - 23.
Bombs in playload - 4, bomb type - AP, maximum bomb damage - 4300.

 

 

Also, as an experiment to familiarize new players with the game, special ships identical in characteristics to La Galissonniere and Richelieu have been added. They will be given to new players. These ships can only be used in Co-op or Training Battles. 

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.

 

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Vor 4 Stunden, YabbaCoe sagte:

Commanders!

See what we're adding to the game to commemorate the 200th anniversary of Brazil’s independence.

 

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
11.07.2022 00:00
  • Development Blog

Celebrating 200 years of Brazilian Independence — Closed testing 0.11.7

See what we're adding to the game to commemorate the 200th anniversary of Brazil’s independence.

 

New content:

  • Port of Rio de Janeiro

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  • White Swan permanent camouflage for Rio de Janeiro with a unique horn sound

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  • Waves of Copacabana expendable camouflage

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  • Independence Day of Brazil commemorative flag

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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.

 

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Vor 3 Minuten, Makoniel sagte:

Captains! 

With the release of 0.11.6 we will update the format of ships features' descriptions in the Armory, Premium Shop and other sources where you can purchase a ship. 

The updated descriptions will contain all the basic information about the ships without a detailed dive into their characteristics.

 

Read more

 

 

Zitat
12.07.2022 17:00
  • Development news

New format of ships' descriptions in the Armory and Premium shop - Update 0.11.6

Details about the updated format of ship descriptions, which will appear in the upcoming version 0.11.6. 

 

General Principle

With the release of 0.11.6 we will update the format of ships features' descriptions in the Armory, Premium Shop and other places where you can purchase a ship.

Updated descriptions will contain all the basic information about the ships without a detailed dive into their characteristics. Features will include notable strengths and weaknesses of the ship that determine her gameplay and distinguish her from other ships of the same type and tier. For example, fast main battery reload for a battleship will be highlighted as her special feature, while having a standard Repair Party consumable will not. In addition to strengths and weaknesses, there will be "neutral" features, such as the presence of deep-water torpedoes or SAP shells. 

The new format will let the players quickly understand what makes a ship stand out among other same tier and type ships and find the right ship for them.

Structure

The new format will be similar to the description of the specifics of ship branches in the "Tech Tree" tab. Features of the ship are selected in comparison to all other ships of the same type and tier. When hovering over a ship's card in Armory, a tooltip will display a short list of key features. On the page of the ship - also a general description and an extended list of features.

Extended list of features

The extended list of features will be divided into categories in the similar order as the ship parameters in Port: 

  • Survivability
  • Main battery
  • Secondary battery
  • Torpedoes
  • AA Defenses
  • Movement
  • Concealment and detectability
  • Special - everything that cannot be classified in the standard categories - the number of slots and the general set of consumables available to the ship, the availability of squadrons for hybrids, etc.

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A category description, such as the main battery, may include several distinguishable parameters. Each of them is described separately - for example, damage per minute, damage per salvo, accuracy, rate of fire, ballistics, damage per salvo by certain type of shells, availability of different types of shells, etc. At the same time, as we mentioned before, the features will contain only those parameters that are important for the gameplay and determine the style of the ship in relation to other ships of its type and tier.

For that reason, instead of damage of a single shell, either damage per minute and damage per salvo will be described. These parameters are more significant from a gameplay point of view, because they include not only single shell damage, but also the number of guns and the rate of fire. For example, the Mecklenburg has low damage of a single HE shell. But the ship has 16 main battery guns and good rate of fire for her ship type, so it deals quite a lot of damage per minute. 

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No detailed features would be specified for aircraft carriers. As with the researchable ships of this type, they would include mostly detailed information about the squadrons, which would either repeat key features or be a complete repetition of each squadron's parameters. Therefore, aircraft carrier features will be added in one of the future updates when we find the most suitable description format for them.

As for the ships in the Early Access, they will have the most notable key features described, mostly typical of the entire branch. As for the extended features of the branch, same as now, you will be able to check them right on in the tech tree.

We plan to keep working on improving ship descriptions and adding new functionalities, and we'll be sure to share the details with you as soon as we're ready!

 

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Freibeuter
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Gerade eben, Makoniel sagte:

Captains! 

Details about which resources some of the new ships will be available for in the upcoming updates.

 

Read more

Zitat
21.07.2022 21:00
  • Development Blog

Methods of Distribution of New Ships

Details about which resources some of the new ships will be available for in the upcoming updates.

 

In the coming game Updates, you will have the opportunity to park several new ships in your port for free:

  • Tier X Spanish destroyer Álvaro de Bazán will be available for Coal
  • Tier V Pan-American battleship Rio de Janeiro will be available for Coal
  • Tier X British aircraft carrier Malta will be available for Coal
  • Tier IX American cruiser Vallejo will be available for Steel  

Details about the exact cost of these ships and their release dates will become available later on our Portal.

 

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Vor 23 Minuten, Makoniel sagte:

Captains! 

Based on testing results, we’re applying changes to Clausewitz, Dalarna. Álvaro de Bazán and Anhalt. The changes will hit the live server on July 27.
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
26.07.2022 15:00
  • Development Blog

Changes to test ships - 0.11.6 Closed testing

Based on testing results, we’re applying changes to Clausewitz, Dalarna, Álvaro de Bazán and Anhalt. The changes will hit the live server on July 27.

 

German Supercruiser Clausewitz

  • Main battery reload time increased: 9.6 to 10.5 s.

European Superdestroyer Dalarna

  • Maximum torpedo damage increased: 14400 to 17500;
    • Chance to cause flooding increased: 240% to 296%.

Spanish destroyer Álvaro de Bazán, Tier X

  • Main battery reload time reduced: 8 to 7 s;
  • Burst fire reload time reduced: 40 to 35 s;
  • Interval between individual shots reduced: 2 to 1.2 s.

German battleship Anhalt, Tier VIII

  • Maximum AP shell damage reduced: 10,500 to 9,500.

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.

 

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Vor 3 Stunden, Makoniel sagte:

Captains
We are sharing the dates, rules, and the list of maps on which the upcoming season of Clan Battles will be played.

 

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Zitat
28.07.2022 01:00
  • Development Blog

Details About Season 18 of Clan Battles — 0.11.7 Closed Testing

We are sharing the list of maps that the upcoming season of Clan Battles will be played on.

 
The 18th season of Clan Battles “Sirenidae” will be held between 15 August and 3 October, 2022, in a 6 vs. 6 format on Tier VIII ships. Aircraft carriers cannot participate, and there can be no more than one battleship per team.

The battles will take place in the Domination mode on the following maps:

  • Ring
  • New Dawn 
  • Islands of Ice
  • Trident
  • Loop
  • Haven
  • Crash Zone Alpha
 
Maps

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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.

 

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Vor 12 Minuten, Stra5a sagte:

Kapitän, DE-CM Stra5a meldet sich zurück am Posten:
"Krempel" erfolgreich in Erfahrung gebracht!

 

Aufgrund des Ökonomie Reworks werden die Belohnungen und Systeme derzeit noch umgewandelt/umgestellt.

Diejenigen von euch, die also in der Zwischenzeit ihre Belohnungen erhalten würden, erhalten diese nachträglich, sobald die Umstellung abgeschlossen ist! 

Bitte entschuldigt die Verzögerungen :)

Bzgl. Jahrestagsbelohnungen.

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Zitat

New ships — Closed testing 0.11.8

Researchable Japanese cruisers Agano, Gokase, Omono, Shimanto, Takanashi, and Yodo, as well as premium cruisers Tokachi and Admiral Schröder, Japanese supercarrier Sekiryu, and Soviet superbattleship Admiral Ushakov have been added to the game for testing.

 

In the upcoming closed testing session, a new branch of Japanese light cruisers will be added to the game:

  • They are medium-range ships with a good firing range and, starting from Tier VIII, a large number of main battery guns with an increased reload time. These ships are also armed with torpedoes with high damage and range, and they also enjoy good ship concealment, which allows them to retreat from bad engagements or, if necessary, stealthily approach enemies to get the first shots off
  • Tier V and VI ships have 152 mm main battery guns, Tier VII ships are equipped with 155 mm guns, and the high-tier cruisers are armed with dual-purpose 150 mm guns. Main battery guns of these ships fire HE and AP shells. Starting from Tier VIII, AP shells have low damage;
  • All cruisers are equipped with powerful 610-mm torpedoes with wide launch angles and long range, but low speed
  • The torpedo tubes at Tier VII and up have the turning mechanics previously introduced on the new British battleships. Torpedoes can be fired at angles that torpedo tubes cannot physically traverse to: immediately after launch, the torpedoes will turn to the chosen direction, and then go in a straight line along the given course
  • Starting from Tier VI, the "Hydroacoustic Search" or "Defensive AA Fire" consumables are available to choose from, and "Fighter" is available in a separate slot
  • For Tiers IX-X, the "Repair Party" consumable is available

Japanese cruiser Agano, Tier V

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A small, fast, new generation light cruiser with powerful torpedo armament and moderate protection. Designed to lead destroyer and submarine flotillas.

Japanese cruiser Gokase, Tier VI

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A development of the Agano-class cruisers with enhanced gunnery, a more powerful propulsion system, and increased speed.

Japanese cruiser Omono, Tier VII

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A cruiser armed with twelve long-range 155 mm main guns with an extended reload time. The ship's anti-air systems have been strengthened by the use of effective 100-mm dual-purpose mounts.

Japanese cruiser Shimanto, Tier VIII

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A large cruiser with powerful artillery armament, which is based on fifteen dual-purpose 150-mm main battery guns. The low damage of their AP shells and their long reload speed are offset by a large number of main battery guns.

Japanese cruiser Takanashi, Tier IX

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A light cruiser, which is a development of the previous project but with enhanced anti-aircraft and torpedo armament.

Japanese cruiser Yodo, Tier X

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A large light cruiser with a unique composition of main battery artillery — eighteen dual-purpose 150-mm guns located in six turrets.

Japanese cruiser Tokachi, Tier VII

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A project to refit the Furutaka-class cruiser, by giving it rapid-fire 127-mm dual-purpose artillery with a high muzzle velocity placed in six twin-gun turrets.

The ship has a rather modest main battery gun caliber. However, in combat, the ship can rely on powerful long-range 610mm torpedoes. Their damage is less than that of researchable cruiser Omono, however, this is compensated by a higher travel speed and a shorter reload time. "Torpedo Reload Booster" is also available as a consumable for Tokachi.

All Japanese light cruisers, from the first Tenryu class of 1919 to the last of the Oyodo of 1943, were named after rivers. The only exceptions were three Katori-class ships, but they were designed as training ships and were named after Shinto shrines.
 
Agano was named after the river of the same name on the island of Honshu, which flows into the Sea of Japan. We scrupulously followed the same historical rule in the names of all our other new ships: Gokase — a river on the island of Kyushu in southern Japan, Omono — in the north of Honshu, Shimanto — the longest river on the island of Shikoku, Takahashi — a Honshu river flowing into the inner sea, Yodo is a river known for its floods in a densely populated area of the same island, and finally, Tokachi is the third longest river in Hokkaido.
 

German cruiser Admiral Schröder, Tier IX

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The project of this ship is based on an idea from the late 1920s regarding the creation of a high-speed battlecruiser armed with 305-mm guns and relatively weak armor.

The ship is well suited for combat at medium distances due to its decent survivability, not bad for a cruiser armor, as well as the large caliber of its main battery guns and high firing accuracy.

In the event of a close encounter with the enemy, powerful and accurate secondary guns with a long range come into play, and the proprietary German "Hydroacoustic Search" is useful against torpedo attacks. 

The cruiser has good concealment, and is able to quickly change flank and take the desired position thanks to an "Engine Boost" with improved characteristics.

The First World War ended in defeat for Germany, but its armed forces did not consider themselves defeated on the battlefield. This was especially true of the navy, which held its own in battle with the British at Jutland in 1916 and scuttled its own ships at Scapa Flow in 1919.

The new German ships of the early 1930s were named after the most famous admirals of the Kaiserliche Marine of the First World War — Admiral Scheer and Admiral Graf Spee of the Deutschland class, followed by the heavy cruiser Admiral Hipper.

Most likely, the German Navy would have continued these traditions, and the legendary Lion of Flanders, Admiral Ludwig von Schröder (1854-1933), commander of the famous Marinenkorps Flandern in 1914-1918, can be considered a worthy candidate for the name of the new heavy cruiser.

Japanese supercarrier Sekiryu

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Japanese supercarrier Sekiryu is a further development of the Taiho class. In terms of size, hangar capacity, and the strength of its anti-air systems, it significantly exceeds its prototype.

The project continues the tech tree branch after Hakuryu, having received a boost in the form of tactical jet squadrons. Their main feature is their high maximum speed, which allows them to quickly cover considerable distances and make swift raids on enemy ships.

The standard Sekiryu squadrons are composed of attack aircraft, torpedo bombers, and bombers armed with armor-piercing bombs. The tactical squadrons consist of powerful torpedo bombers and attack aircraft with high-explosive fragmentation missiles. The aircraft carrier has good deck armor. 

Reflecting their belonging not only to the sea, but also to the air, the aircraft carriers of the Imperial Japanese Navy were originally named after various flying creatures. The first Japanese aircraft carrier Hosho - "Soaring Phoenix", laid the foundation for the names in honor of this mythological bird: Zuiho and Shoho - "Lucky" and "Happy" phoenixes, Taiho - "Great Phoenix". Further, the famous "Cranes" - Shokaku and Zuikaku - "Happy" and "Soaring". Of course, the well-known "Dragons": Soryu - "Blue", Hiryu - simply "Flying", and Unryu, which literally translates as "Dragon flying through the sky riding a cloud." In 1943, this naming system was changed, and the next 5 Unryu-class aircraft carriers were named after mountains, previously reserved for heavy cruisers.

Following in line with tradition, we turned to Japanese mythology, where the red dragon Sekiryu was discovered, born from the sun and a volcano, and therefore capable of breathing fire. The red color is very popular in Japan, it is considered to scare away the forces of evil and represents justice. 

Soviet superbattleship Admiral Ushakov

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A large ship with a total displacement of over 100,000 tons, one of the variants of a post-war battleship project (Project 24) with nine 457-mm guns making up its main battery.

It follows Kremlin in the tech tree, having received the main features of its predecessor: a large stock of health points and powerful armor, which affects its maneuverability.

The ship has good accuracy at close range and a large number of secondary guns, and after the main artillery is successfully zeroed in, combat instructions are activated — an alternative firing mode that provides a temporary boost in battle. When combat instructions are activated, the Admiral Ushakov receives a +10% bonus to main battery range and a 30% reduction in the maximum dispersion of main battery shells, which increases the ship's effectiveness at long distances.

For almost two centuries, the symbolic list of the Russian Empire's most revered naval commanders has been headed by Fedor Ushakov (1745-1817) and Pavel Nakhimov (1802-1855). At the end of the 19th century, the battleship Admiral Ushakov and the cruiser Admiral Nakhimov were named after them. The Russian Revolution of 1917 left its mark on the tradition of naming new ships in honor of naval commanders, but it returned thanks to another admiral who commanded the Soviet Navy in World War II - Nikolai Kuznetsov (1904-1974).

In the early 1950s, two Sverdlov-class cruisers received the names "Admiral Ushakov" and "Admiral Nakhimov". If much more powerful ships had been developed by the USSR, such as the Project 24 battleships, one of them could well have carried the name of Ushakov on board.

 

Ship's parameters

Spoiler

Japanese cruiser Agano, tier V

Hit points – 25800. Plating - 13 mm. Fires duration: 30 s.
Main battery - 3x2 152 mm. Firing range - 14.6 km.
Maximum HE shell damage – 2600. HE shell armor penetration - 25 mm. Chance to cause fire – 13%. HE initial velocity - 850 m/s.
Maximum AP shell damage - 2900. AP initial velocity - 850 m/s.
Reload time - 9.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 134 m. Sigma – 2.00.
Torpedo tubes - 2x4 610 mm.
Maximum damage - 20967. Range - 12.0 km. Speed - 60 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.6 km.

Secondary Armament:

  • 2x2 76.2 mm, range  - 4.3 km.
  • Maximum HE shell damage – 1300. Chance to cause fire – 4%. HE initial velocity - 920 m/s.

AA defense: 8x3 25.0 mm., 22x1 25.0 mm., 2x2 76.2 mm.

  • AA defense short-range: continuous damage per second - 182, hit probability - 85%, action zone - 2.5 km;
  • AA defense mid-range: continuous damage per second - 53, hit probability - 90%, action zone - 3.5 km.

Maximum speed - 35.0 kt. Turning circle radius - 690 m. Rudder shift time – 7.4 s. Surface detectability – 11.1 km. Air detectability – 5.1 km. Detectability after firing main guns in smoke  – 5.3 km.
Available consumables:

  • 1 slot - Damage Control Party;
  • 2 slot - Hydroacoustic Search;
  • 3 slot - Fighter.

Japanese cruiser Gokase, tier VI

Hit points – 28300. Plating - 16 mm. Fires duration: 30 s.
Main battery - 4x2 152 mm. Firing range - 14.6 km.
Maximum HE shell damage – 2600. HE shell armor penetration - 25 mm. Chance to cause fire – 13%. HE initial velocity - 850 m/s.
Maximum AP shell damage - 2900. AP initial velocity - 850 m/s.
Reload time - 9.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 134 m. Sigma – 2.00.
Torpedo tubes - 2x4 610 mm.
Maximum damage - 17233. Range - 12.0 km. Speed - 60 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.6 km.

Secondary Armament:

  • 4x2 76.2 mm, range  - 5.0 km.
  • Maximum HE shell damage – 1300. Chance to cause fire – 4%. HE initial velocity - 920 m/s.

AA defense: 10x3 25.0 mm., 18x2 25.0 mm., 4x2 76.2 mm.

  • AA defense short-range: continuous damage per second - 207, hit probability - 85%, action zone - 2.5 km;
  • AA defense mid-range: continuous damage per second - 91, hit probability - 90%, action zone - 3.5 km.

Maximum speed - 37.5 kt. Turning circle radius - 750 m. Rudder shift time – 7.9 s. Surface detectability – 9.5 km. Air detectability – 5.3 km. Detectability after firing main guns in smoke  – 4.3 km.

Available consumables:

  • 1 slot - Damage Control Party;
  • 2 slot - Hydroacoustic Search / Defensive AA Fire;
  • 3 slot - Fighter.

Japanese cruiser Omono, tier VII 

Hit points – 32200. Plating - 16 mm. Fires duration: 30 s.
Main battery - 4x3 155 mm. Firing range - 17.6 km.
Maximum HE shell damage – 2600. HE shell armor penetration - 31 mm. Chance to cause fire – 10%. HE initial velocity - 925 m/s.
Maximum AP shell damage - 3300. AP initial velocity - 925 m/s.
Reload time - 12.5 s. 180 degree turn time - 36.0 s. Maximum dispersion - 154 m. Sigma – 2.00.
Torpedo tubes - 2x4 610 mm.
Maximum damage - 23767. Range - 13.0 km. Speed - 57 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.7 km.

Secondary Armament:

  • 4x2 100.0 mm, range  - 5.6 km.
  • Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity - 1000 m/s.

AA defense: 26x3 25.0 mm., 6x1 25.0 mm., 4x2 100.0 mm.

  • AA defense short-range: continuous damage per second - 221, hit probability - 85%, action zone - 2.5 km;
  • AA defense long-range: continuous damage per second - 116, hit probability - 90%, 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 - 33.0 kt. Turning circle radius - 740 m. Rudder shift time – 8.8 s. Surface detectability – 11.9 km. Air detectability – 6.5 km. Detectability after firing main guns in smoke  – 6.0 km.

Available consumables:

  • 1 slot - Damage Control Party;
  • 2 slot - Hydroacoustic Search / Defensive AA Fire;
  • 3 slot - Fighter.

Japanese cruiser Shimanto, tier VIII 

Hit points – 44500. Plating - 25 mm.Fires duration: 30 s.
Main battery - 5x3 150 mm. Firing range - 18.7 km.
Maximum HE shell damage – 2500. HE shell armor penetration - 25 mm. Chance to cause fire – 11%. HE initial velocity - 930 m/s.
Maximum AP shell damage - 2850. AP initial velocity - 930 m/s.
Reload time - 14.0 s. 180 degree turn time - 6.0 s. Maximum dispersion - 162 m. Sigma – 2.00.
Torpedo tubes - 4x3 610 mm.
Maximum damage - 23767. Range - 15.0 km. Speed - 57 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.7 km.

Secondary Armament:

  • 4x2 100.0 mm, range  - 6.6 km.
  • Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity - 1000 m/s.

AA defense: 5x3 150.0 mm., 16x3 25.0 mm., 8x1 25.0 mm., 4x2 100.0 mm.

  • AA defense short-range: continuous damage per second - 140, hit probability - 85%, action zone - 2.5 km;
  • AA defense long-range: continuous damage per second - 197, hit probability - 90%, action zone - 6.9 km;
  • Number of explosions in a salvo - 4, damage within an explosion - 1540, action zone 3.5 - 6.9 km.

Maximum speed - 34.5 kt. Turning circle radius - 830 m. Rudder shift time – 10.8 s. Surface detectability – 11.1 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke  – 5.3 km.

Available consumables:

  • 1 slot - Damage Control Party;
  • 2 slot - Hydroacoustic Search / Defensive AA Fire;
  • 3 slot - Fighter.

Japanese cruiser Takanashi, tier IX 

Hit points – 49500. Plating - 25 mm. Fires duration: 30 s.
Main battery - 5x3 150 mm. Firing range - 18.7 km.
Maximum HE shell damage – 2500. HE shell armor penetration - 25 mm. Chance to cause fire – 11%. HE initial velocity - 930 m/s.
Maximum AP shell damage - 2850. AP initial velocity - 930 m/s.
Reload time - 14.0 s. 180 degree turn time - 6.0 s. Maximum dispersion - 162 m. Sigma – 2.05.
Torpedo tubes - 4x4 610 mm.
Maximum damage - 23767. Range - 15.0 km. Speed - 57 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.7 km.

Secondary Armament:

  • 4x2 100.0 mm, range  - 7.0 km.
  • Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity - 1000 m/s.

AA defense: 5x3 150.0 mm., 10x3 25.0 mm., 16x1 25.0 mm., 4x2 100.0 mm., 6x2 40.0 mm.

  • AA defense short-range: continuous damage per second - 126, hit probability - 85%, action zone - 2.5 km;
  • AA defense mid-range: continuous damage per second - 112, hit probability - 90%, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 197, hit probability - 90%, action zone - 6.9 km;
  • Number of explosions in a salvo - 4, damage within an explosion - 1610, action zone 3.5 - 6.9 km.

Maximum speed - 34.5 kt. Turning circle radius - 860 m. Rudder shift time – 11.4 s. Surface detectability – 11.4 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke  – 5.5 km.

Available consumables:

  • 1 slot - Damage Control Party;
  • 2 slot - Repair Party;
  • 3 slot - Hydroacoustic Search / Defensive AA Fire;
  • 4 slot - Fighter.

Japanese cruiser Yodo, tier X 

Hit points – 55300. Plating - 25 mm. Fires duration: 30 s.
Main battery - 6x3 150 mm. Firing range - 18.0 km.
Maximum HE shell damage – 2500. HE shell armor penetration - 25 mm. Chance to cause fire – 11%. HE initial velocity - 930 m/s.
Maximum AP shell damage - 2850. AP initial velocity - 930 m/s.
Reload time - 14.0 s. 180 degree turn time - 6.0 s. Maximum dispersion - 157 m. Sigma – 2.05.
Torpedo tubes - 4x4 610 mm.
Maximum damage - 23767. Range - 15.0 km. Speed - 57 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.7 km.

Secondary Armament:

  • 4x2 100.0 mm, range  - 7.3 km.
  • Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity - 1000 m/s.

AA defense: 6x3 150.0 mm., 12x3 25.0 mm., 20x1 25.0 mm., 4x2 100.0 mm., 12x2 40.0 mm.

  • AA defense short-range: continuous damage per second - 151, hit probability - 85%, action zone - 2.5 km;
  • AA defense mid-range: continuous damage per second - 224, hit probability - 90%, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 204, hit probability - 90%, action zone - 6.9 km;
  • Number of explosions in a salvo - 4, damage within an explosion - 1680, action zone 3.5 - 6.9 km.

Maximum speed - 34.0 kt. Turning circle radius - 930 m. Rudder shift time – 12.1 s. Surface detectability – 12.4 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke  – 6.3 km.

Available consumables:

  • 1 slot - Damage Control Party;
  • 2 slot - Repair Party;
  • 3 slot - Hydroacoustic Search / Defensive AA Fire;
  • 4 slot - Fighter.

Japanese cruiser Tokachi, tier VII 

Hit points – 32000. Plating - 13 mm. Fires duration: 30 s.
Main battery - 6x2 127 mm. Firing range - 13.6 km.
Maximum HE shell damage – 2150. HE shell armor penetration - 21 mm. Chance to cause fire – 9%. HE initial velocity - 915 m/s.
Maximum AP shell damage - 2200. AP initial velocity - 915 m/s.
Reload time - 7.0 s. 180 degree turn time - 7.2 s. Maximum dispersion - 127 m. Sigma – 2.00.
Torpedo tubes - 2x3 610 mm.
Maximum damage - 17233. Range - 12.0 km. Speed - 60 kt. Reload time - 70 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.6 km.

Secondary Armament:

  • 4x1 120.0 mm, range  - 5.6 km.
  • Maximum HE shell damage – 2000. Chance to cause fire – 8%. HE initial velocity - 825 m/s

AA defense: 2x2 40.0 mm., 6x2 127.0 mm., 4x1 120.0 mm., 2x1 13.2 mm.

  • AA defense short-range: continuous damage per second - 7, hit probability - 85%, action zone - 1.5 km;
  • AA defense mid-range: continuous damage per second - 35, hit probability - 90%, action zone - 2.5 km;
  • AA defense long-range: continuous damage per second - 105, hit probability - 90%, action zone - 5.8 km;
  • Number of explosions in a salvo - 3, damage within an explosion - 1260, action zone 3.5 - 5.8 km.

Maximum speed - 34.5 kt. Turning circle radius - 750 m. Rudder shift time – 8.8 s. Surface detectability – 11.8 km. Air detectability – 6.4 km. Detectability after firing main guns in smoke  – 5.4 km.

Available consumables:

  • 1 slot - Damage Control Party;
  • 2 slot - Hydroacoustic Search;
  • 3 slot - Torpedo Reload Booster;
  • 4 slot - Fighter.

German cruiser Admiral Schröder, tier IX 

Hit points – 59300. Plating - 27 mm. Fires duration: 60 s.
Main battery - 4x2 305 mm. Firing range - 18.4 km.
Maximum HE shell damage – 3400. HE shell armor penetration - 76 mm. Chance to cause fire – 22%. HE initial velocity - 850 m/s.
Maximum AP shell damage - 8300. AP initial velocity - 855 m/s.
Reload time - 18.0 s. 180 degree turn time - 25.7 s. Maximum dispersion - 202 m. Sigma – 2.05.

Secondary Armament:

  • 3x3 150.0 mm, range  - 8.0 km.
  • Maximum HE shell damage – 1700. Chance to cause fire – 8%. HE initial velocity - 960 m/s.
  • 10x2 128.0 mm, range  - 8.0 km.
  • Maximum HE shell damage – 1500. Chance to cause fire – 5%. HE initial velocity - 900 m/s.

AA defense: 10x2 128.0 mm., 8x4 20.0 mm., 7x2 55.0 mm.

  • AA defense short-range: continuous damage per second - 98, hit probability - 85%, action zone - 2.0 km;
  • AA defense mid-range: continuous damage per second - 287, hit probability - 90%, action zone - 4.0 km;
  • AA defense long-range: continuous damage per second - 147, hit probability - 90%, action zone - 6.0 km;
  • Number of explosions in a salvo - 6, damage within an explosion - 1540, action zone 3.5 - 6.0 km.

Maximum speed - 32.5 kt. Turning circle radius - 840 m. Rudder shift time – 13.6 s. Surface detectability – 12.6 km. Air detectability – 10.0 km. Detectability after firing main guns in smoke  – 9.9 km.

Available consumables:

  • 1 slot - Damage Control Party;
  • 2 slot - Hydroacoustic Search (Duration time - 120 s; Torpedo detection range - 4.0 km; Ship detection range - 6.0 km; Reload time - 120 s; Charges - 3);
  • 3 slot - Engine Boost (Duration time - 180 s; Maximum speed - +15%; Reload time - 90 s; Charges - 3)
  • 4 slot - Repair Party.

Japanese supercarrier Sekiryu

Hit points – 71300. Plating - 19 mm.

Secondary Armament:

  • 14x2 100.0 mm, range  - 7.3 km.
  • Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity - 1000 m/s.

AA defense: 30x2 40.0 mm., 14x2 100.0 mm.

  • AA defense mid-range: continuous damage per second - 522, hit probability - 100%, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 322, hit probability - 100%, action zone - 5.8 km;
  • Number of explosions in a salvo - 12, damage within an explosion - 1540, action zone 3.5 - 5.8 km.

Maximum speed - 35.0 kt. Turning circle radius - 1360 m. Rudder shift time – 17.5 s. Surface detectability – 15.5 km. Air detectability – 14.5 km.

Available consumables:

  • 1 slot - Damage Control Party;
  • 2 slot - Fighter.

Standard squadrons
Attack aircraft
Hit points - 1510, cruising speed - 165.0 knots, size of attacking flight - 3, aircraft per squadron - 9, aircraft restoration time - 82 s, detectability range - 10.0 km, number of aircrafton deck - 14.
Rockets in playload - 6, maximum rocket damage - 3150, armor penetration - 30 mm, chance to cause fire – 14F%.

Torpedo bombers
Hit points - 1820, cruising speed - 145.0 knots, size of attacking flight - 2, aircraft per squadron - 12, aircraft restoration time - 78 s, detectability range - 7.5 km, number of aircrafton deck - 24.
Torpedoes in payload - 1, maximum torpedo damage - 9333, aerial speed - 50.0 knots, torpedo range - 6.0 km, torpedo arming distance 671 m.

Dive bombers
Hit points - 1790, cruising speed - 152.0 knots, size of attacking flight - 3, aircraft per squadron - 12, aircraft restoration time - 76 s, detectability range - 10.0 km, number of aircrafton deck - 18.
Bombs in playload - 1, bomb type - AP, maximum bomb dammage - 6800.

Tactical squadrons
Attack aircraft
Hit points - 1450, cruising speed - 173.0 knots, size of attacking flight - 3, aircraft per squadron - 3, aircraft restoration time - 175 s, detectability range - 15.0 km, number of aircrafton deck - 3.
Rockets in playload - 8, maximum rocket damage - 3150, armor penetration - 30 mm, chance to cause fire – 14%.

Torpedo bombers
Hit points - 2260, cruising speed - 148.0 knots, size of attacking flight - 2, aircraft per squadron - 2, aircraft restoration time - 275 s, detectability range - 15.0 km, number of aircrafton deck - 2.
Torpedoes in payload - 1, maximum torpedo damage - 9333, aerial speed - 50.0 knots, torpedo range - 6.0 km, torpedo arming distance 671 m.

Soviet superbattleship Admiral Ushakov

Hit points – 135300. Plating - 32 mm.
Main battery - 3x3 457 mm. Firing range - 21.3 km.
Maximum HE shell damage – 6500. HE shell armor penetration - 76 mm. Chance to cause fire – 45%. HE initial velocity - 800 m/s.
Maximum AP shell damage - 14500. AP initial velocity - 800 m/s.
Reload time - 33.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 286 m. Sigma – 1.80.

Combat Instructions:
Maximum dispersion -30.0%. Firing range +10%. Duration 25.0 s. Required shots number 9.

Secondary Armament:

  • 8x4 130.0 mm, range - 7.3 km.
  • Maximum HE shell damage – 1900. Chance to cause fire – 8%. HE initial velocity - 900 m/s.

AA defense: 8x4 130.0 mm., 14x4 25.0 mm., 12x4 57.0 mm.

  • AA defense short-range: continuous damage per second - 221, hit probability - 70%, action zone - 3.1 km;
  • AA defense mid-range: continuous damage per second - 466, hit probability - 75%, action zone - 4.0 km;
  • AA defense long-range: continuous damage per second - 343, hit probability - 75%, action zone - 6.0 km;
  • Number of explosions in a salvo - 12, damage within an explosion - 1890, action zone 3.5 - 6.0 km.

Maximum speed - 30.0 kt. Turning circle radius - 1290 m. Rudder shift time – 21.6 s. Surface detectability – 17.8 km. Air detectability – 16.4 km. Detectability after firing main guns in smoke  – 19.6 km.

Available consumables:

  • 1 slot - Fast Damage Control Team;
  • 2 slot - Repair Party.

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

 

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.

https://blog.worldofwarships.com/blog/350

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Vor 11 Minuten, YabbaCoe sagte:

Commanders!

Based on testing results, we’re applying changes to Álvaro de Bazán, Dalarna, Velos, Vallejo and Hampshire.

 

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
04.08.2022 14:00
  • Development Blog

Changes to Test Ships — 0.11.7 Closed Test

Based on testing results, we’re applying changes to Álvaro de Bazán, Dalarna, Velos, Vallejo and Hampshire.

 

Spanish destroyer Álvaro de Bazán, Tier X

  • Main battery reload time reduced: 7 to 6.6 s.
  • Burst fire reload time reduced: 35 to 30 s.

European Superdestroyer Dalarna

  • Main battery reload time reduced: 3 to 2.8 s.

European destroyer Velos, Tier IX

  • Main battery reload time increased: 2.2 to 2.5 s.
  • Detectability range by sea increased: 6.9 to 7.1 km
    • All other detectability ranges adjusted accordingly

American cruiser Vallejo, Tier IX

  • Main battery reload time increased: 5 To 5.5 s.

British cruiser Hampshire, Tier VIII

  • Main battery firing range increased: 15.7 to 16.8 km.

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.

 

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Zitat

WORLD OF WARSHIPS 7TH ANNIVERSARY, UPDATED OPERATIONS, BATTLESHIP MINI-GAME, AND OTHER NEWS — 0.11.8 CLOSED TESTING.

Let's talk about the most notable new features of the next update.

 

Anniversary

In honor of the 7th anniversary of World of Warships, players can expect to complete a new collection called "Seven Seas". Collectibles can only be obtained from Seven Seas containers, which are themselves available for completing special chains of combat missions as well as in free daily bundles in the Armory. Opening all these containers will be enough to guarantee the full completion of the collection.

Ru UI only, WIP

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The collection consists of 4 sections with 4 items each. The reward for completing each section is 1 day of Premium Account. The reward for completing the entire collection is 3 Distant Voyages containers, a commemorative flag, and an achievement.

Also in honor of the holiday, we've added the following to the game:

  • The "Seven Seas" permanent camouflages for Mahan, Eendracht and Sinop;
  • Commanders "Master of the Seven Seas" and "Mistress of the Seven Seas".

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Festive Rewards

In honor of the 7th anniversary of World of Warships, gifts await players in the form of battle performance bonuses for achieving certain combat results on all their ships, starting from Tier V. But this time we are introducing an important improvement to this feature — the ability to receive several gifts at once in one battle!

If a player has 100 or more ships, they will be able to receive the standard gift for either winning a battle or reaching the 300 Base XP milestone with a certain ship, as well as a variable number of additional rewards for reaching higher Base XP thresholds.

The number of bonus gifts a player gets at the end of a battle depends on how many ships they have in their port and the amount of experience earned. For example, a player with more than 300 ships in the port will be able to earn 4 gifts in one battle: 1 for going into battle on a ship and 3 gifts for performance in battle. 

As in previous iterations of the mechanic, you cannot receive the same rewards for the same ship more than once.

Ru UI only, WIP

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Below is a table with the conditions for receiving additional gifts.

Ships in port

Condition for receiving the standard gift

Number of bonus gifts

 Condition for receiving bonus gifts

0-99 1 victory or earn at least 300 Base XP in one battle

 

- -
100-199 1 Earn at least 400 Base XP in one battle
200-299 2 Earn at least 800 Base XP in one battle

300-399

3

Earn at least 1,000 Base XP in one battle
400-499 4 Earn at least 1,100 Base XP in one battle
500+ 5 Earn at least 1,200 Base XP in one battle

 

Depending on the Tier of the ship, you will receive various rewards, including new containers with economic bonuses:

  • for Tier V-VII ships – 1 "Special bonuses" container;
  • for Tier VIII-IX ships – 1 "Special bonuses" container and 1 "Rare bonuses" container;
  • for Tier X ships and superships - 1 "Supercontainer".
     

Battleship

One of the new activities in 0.11.8 will be the Battleship mini-game available in the Armory. To participate, a player will need a special resource — Entry tickets, which can be obtained for completing special combat missions until the end of Update 0.11.8.

In this mini-game, you play against an AI. Players will receive event tokens for sinking ships and for winning. These, in turn, can be exchanged at the Armory for permanent camouflages, permanent economic bonus packages for specific ships, economic bonuses, containers with signals and resources, and credits.

Ru UI only, WIP

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Updated Operations

In Update 0.11.8, we have updated all Operations in our game so that players can participate in operations on more of their favorite ships and earn valuable rewards for it.

Now, Tier VI-VIII ships will be able to go into battle together at the same time, and the final composition of the team going in will affect the strength of the bots and post-match earnings. In addition, the fee for re-entering the battle on the same ship will be removed.

The economics of Operations will also change. Previously, after completing an Operation, a player earned a variable number of stars based on performance, the rewards for which could only be received once. Now, the stars will be removed entirely, and rewards can instead be earned by completing special daily and weekly combat missions specifically designed for Operations, which will give Community Tokens as a reward.

Together with the update of the mode itself, three operations will return in Update 0.11.8: "The Ultimate Frontier", "Hermes," and "Cherry Blossom".

In Update 0.11.8, there will no longer be an operation of the week. When playing with a matchmaker-selected team, the Operation scenario itself will be randomly selected. It will, however, still be possible to independently choose which scenario you play when entering as part of a division.

Ru UI only, WIP

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Reload mechanics changes

The reloading mechanics when switching shell type have changed.

Now, when switching shell type while the “Gun Feeder” Commander skill is active, the loading of the new shell type will be accelerated even if not all main battery guns have finished loading, as the skill required previously.

Now, shells have a new parameter — shell change time.

  • If the current reload time of the gun is higher than this parameter - the shell type switch won't affect the gun reload time.
  • If the current reload time is less than the shell change time, then when switching shell type, the reload time will become equal to the shell change time.

The "Gun Feeder" skill bonus to projectile change time has itself been changed from -50% to -40%. The shell change time will be displayed in the ship parameters.

For example, lets take a gun with a base reload time of 30 seconds. With the “Gun Feeder” skill, the shell change time is 18 seconds.

  • If the gun has 20 seconds left to reload, then when switching shell type, the reload time will still be 20 seconds.
  • If the gun has 5 seconds left, then switching shell type, reloading will take 18 seconds.

This mechanic is applied to each turret separately.

In addition, all researchable Italian battleships will receive a built-in -30% bonus to shell type switch time, which will work even without using the "Gun Feeder" skill. When using the skill, the bonus will additionally increase.  

The frequent alternation between both available shell types is an important part of Italian battleship gameplay. An additional bonus will emphasize this feature and additionally increase the effectiveness of the "Gun Feeder" skill in comparison with the battleships of other nations.

Brawl

In Update 0.11.8, 4 Brawls will take place in the following formats:

  • First Brawl - September 9-11: 
    • 3v3 on Tier VIII aircraft carriers.
  • Second Brawl - September 12-18:
    • 12v12 on Tier VIII battleships.
  • Third Brawl - September 19-25:
    • 12 vs 12 on Tier VIII cruisers.
  • Fourth Brawl - September 26 - October 2:
    • 12v12 on Tier VIII destroyers.
       

Adding and editing content

Added to the game:

  • "Sea Lord" permanent camouflage for Anhalt;
  • Commander "Unsinkable Sam" for German and British ships.
  • Commemorative flags for Tokachi and Admiral Schröder.

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New containers with economic bonuses have been added to the game.

 
Container contents
  • "Common bonuses" container includes Level 1 bonuses, five of each type: +20% Credits, +100% Ship XP, +100% Commander XP, +300% Free XP;
  • "Special bonuses" container includes Level 2 bonuses, five of each type: +40% Credits, +200% Ship XP, +200% Commander XP, +600% Free XP;
  • "Rare bonuses" container includes Level 3 bonuses, three of each type: +160% Credits, +800% Ship XP, +800% Commander XP, +2400% Free XP;
  • "Unique bonuses" container includes Level 4 bonuses, three of each type: +320% Credits, +1600% Ship XP, +1600% Commander XP, +7200% Free XP;

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Alternative versions of the "Tactical" container have been added to the game, which will differ in the composition of rewards: "Tactical", "Small tactical", "Special tactical", "Large tactical", "Giant tactical".

Updated the portraits of standard German commanders and added a few new ones. 

The appearance of the "Gift" container has been updated.

New ships have been added to the "Super Container" and "Steam Super Container" lists.

 
Ship list
  • VI REPULSE
  • VI BÉARN
  • VI KARL VON SCHÖNBERG
  • VII MAYA
  • VII FR25
  • VIII BRANDENBURG
  • VIII CHKALOV
  • VIII HORNET
  • VIII ROCHESTER
  • IX DALIAN
  • IX GIUSEPPE VERDI
  • IX TULSA
  • IX KEARSARGE
  • IX CARNOT

New ships have been added to the Premium Ship VI container.

 
Ship list
  • VI REPULSE
  • VI BÉARN
  • VI KARL VON SCHÖNBERG

New ships have been added to the Premium Ship VII container.

 
Ship list
  • VII MAYA
  • VII FR25

New ships have been added to the Premium Ship VIII container.

 
Ship list
  • VIII BRANDENBURG
  • VIII CHKALOV
  • VIII HORNET
  • VIII ROCHESTER

 

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.

 

https://blog.worldofwarships.com/blog/354

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Vor 20 Minuten, YabbaCoe sagte:

Commanders!

The Dutch destroyer Tromp has 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
05.08.2022 20:00
  • Development Blog

Dutch destroyer Tromp — Closed testing 0.11.8

The Dutch destroyer Tromp has been added to the game for testing.

 

Dutch destroyer Tromp, Tier X

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A large destroyer leader — officially classified as a light cruiser by the Royal Netherlands Navy — that is armed with 150 mm main battery guns.

Tromp has access to a wide range of weapons, allowing her to resort to varied tactics in battle. The basis of the ship's firepower is her large-caliber (for the ship type) main battery with a good firing range, which is capable of inflicting significant damage to other destroyers or even larger ships. Tromp is equipped with torpedoes with medium speed, damage, and range, but a fast reload time, as well as a notably lower count of torpedoes per spread than that of most other destroyers at this Tier.

In addition to torpedoes, the destroyer's arsenal also includes an HE Bomb Airstrike, previously seen only on Dutch cruisers. Tromp's Airstrike has a short maximum range, but a fast reload time.

The ship has good concealment and is able to quietly sneak up on the enemy to effectively use Airstrikes or torpedoes. When engaging in gunnery combat or when capturing points, you should take into account that the destroyer does not have a smoke generator. The destroyer's consumable supply is limited to an Engine Boost, which will help at the right time to temporarily increase the ship's otherwise low speed.

 

Ship's parameters

Spoiler

Dutch destroyer Tromp, tier X

Hit points – 24,500. Plating – 19 mm.
Main battery – 3x2 150 mm. Firing range – 13.3 km.
Maximum HE shell damage – 2,150. HE shell armor penetration – 25 mm. Chance to cause fire – 11%. HE initial velocity – 900 m/s.
Maximum AP shell damage – 3,000. AP initial velocity – 900 m/s.
Reload time – 8.0 s. 180 degree turn time – 18.0 s. Maximum dispersion – 114 m. Sigma – 2.00.
Torpedo tubes – 2x3 533 mm.
Maximum damage – 13,700. Range – 10.0 km. Speed – 64 kt. Reload time – 70 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
AA defense: 4x1 76.0 mm., 2x1 40.0 mm., 2x2 20.0 mm., 2x1 20.0 mm., 2x2 40.0 mm

  • AA defense short-range: continuous damage per second – 46, hit probability – 95%, action zone – 2.0 km;
  • AA defense mid-range: continuous damage per second – 249, hit probability – 100%, action zone – 3.5 km;

Maximum speed – 33.5 kt. Turning circle radius – 720 m. Rudder shift time – 5.3 s. Surface detectability – 7.3 km. Air detectability – 3.7 km. Detectability after firing main guns in smoke – 3.2 km.

HE Bomb airstrike:

  • Reload time – 40 s. Available flights – 2. Maximum range – 8.0 km.
  • Number of aircraft in attacking flight – 12. Aircraft HP – 2,200. Number of bombs in payload – 6.
  • Maximum bomb damage – 3,700. Bomb penetration – 20.5 mm. Chance to cause fire – 21%.

Available consumables:

  • 1 slot – Damage Control Party;
  • 2 slot – Engine Boost.

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

 

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.

 

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WG hat  im vorletzten DevBlog-Post die Infos zu den Bonus-Containern "korrigiert":

aus

Zitat
  • "Common bonuses" container includes Level 1 bonuses, five of each type: +20% Credits, +100% Ship XP, +100% Commander XP, +300% Free XP;
  • "Special bonuses" container includes Level 2 bonuses, five of each type: +40% Credits, +200% Ship XP, +200% Commander XP, +600% Free XP;
  • "Rare bonuses" container includes Level 3 bonuses, three of each type: +160% Credits, +800% Ship XP, +800% Commander XP, +2400% Free XP;
  • "Unique bonuses" container includes Level 4 bonuses, three of each type: +320% Credits, +1600% Ship XP, +1600% Commander XP, +7200% Free XP;

wurde

Zitat
  • "Common bonuses" container includes Level 1 bonuses, five of one type: +20% Credits, +100% Ship XP, +100% Commander XP, +300% Free XP;
  • "Special bonuses" container includes Level 2 bonuses, five of one type: +40% Credits, +200% Ship XP, +200% Commander XP, +600% Free XP;
  • "Rare bonuses" container includes Level 3 bonuses, three of one type: +160% Credits, +800% Ship XP, +800% Commander XP, +2400% Free XP;
  • "Unique bonuses" container includes Level 4 bonuses, three of one type: +320% Credits, +1600% Ship XP, +1600% Commander XP, +7200% Free XP;

...

 

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Vor 3 Minuten, YabbaCoe sagte:

Commanders!

A closed testing session for the concept of automated anti-submarine weapons for aircraft carriers will take place in the near future.

 

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
18.08.2022 12:00

Automatic ASW for aircraft carriers — Closed Testing

A closed testing session for the concept of automated anti-submarine weapons for aircraft carriers will take place in the near future.

 

All Tier VI+ aircraft carriers will receive Depth Charge Airstrike. It will work automatically in a similar way to the Carrier's Damage Control Party, and the player will not be able to use it manually.

The Depth Charge Airstrike grants aircraft carriers a means to defend themselves against submarines, while not providing the means to seek them out and damage them in an offensive capacity. The Airstrike will be triggered if a submarine is detected within the Aistrike's range, or if signs of its presence are present, such as oil slicks on the water or the sonar ping effect. Based on this, an approximate lead will be automatically calculated and an airstrike will be subsequently triggered. The submarine will have the opportunity to evade the attack if evasive maneuvers are taken at the right time.

 

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.

 

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https://worldofwarships.eu/de/news/general-news/transfer-cis-to-eu/

 

Spoiler

Zuletzt wurde bekannt gegeben, dass die gesamte Live-Spielebranche von Wargaming in Russland und Weißrussland, einschließlich World of Warships, an Lesta Games übertragen wurde.

Wargaming und Lesta Games haben seitdem eine vollständige strukturelle und finanzielle Trennung vollzogen. Die Live-Produkte werden nun von zwei unabhängigen Unternehmen betrieben und monetarisiert, die ihre Einnahmen nicht miteinander teilen: Lesta Games in Russland und Belarus und Wargaming in allen anderen Ländern.

Die beiden Unternehmen werden weiterhin zusammenarbeiten, um die nächsten Schritte dieses Prozesses durchzuführen: die Entwicklung eines separaten Spielclients unter Lesta Games, ein neuer Name und ein neues Logo für Spieler in Russland und Belarus und der Beginn der Kontentransfers.

Jeder derzeit registrierte Spieler aus dem GUS-Bereich muss sich entscheiden zwischen:

  • einem Transfer auf den EU-Server, der von Wargaming betrieben wird;
  • oder dem Server von Lesta Games.

Wichtig: Alle Zahlungsmethoden von Lesta Games (RU-Region) sind nur für Spieler aus der Russischen Föderation oder der Republik Belarus verfügbar. Spieler aus anderen Ländern können ausschließlich Zahlungen an Wargaming tätigen.

Der Kontentransfer beginnt im September und transferierte Spieler bekommen sofort Zugang zu denselben Specials, Vorteilen und Diensten, auf die auch bereits bestehende EU-Spieler zugreifen können. Dazu gehört die fortgesetzte Sprachunterstützung für Ukrainisch und Russisch im Spielclient von World of Warships sowie die Sprachunterstützung für Russisch auf dem EU-Portal von World of Warships und dem Spieler-Supportportal.

Der Transfer von Konten von einem Server auf einen anderen in großem Umfang ist ein extrem komplizierter Vorgang. Wir werden alles in unserer Macht Stehende tun, um sicherzustellen, dass der Prozess für alle betroffenen Spieler so reibungslos wie möglich verläuft. Nähere Informationen zu den Einzelheiten dieser Kontentransfers werden wir kurz vor dem Starttermin bekannt geben, der derzeit für September geplant ist. Bis dahin können hier die vorläufigen häufig gestellten Fragen (FAQ) eingesehen werden:

 

Wer kann transferieren?

Spieler aus der GUS-Region können in die EU-Region wechseln.

 

Wie ist der Zeitrahmen für Transfers?

Transfers sind ab September 2022 verfügbar.

 

Was wird sich für bestehende Spieler auf dem EU-Server ändern?

Es ändert sich nichts für euch.

 

Was passiert mit dem alten Konto? Wird es gelöscht?

Der Antrag auf automatische Löschung des alten Kontos wird automatisch 14 Tage nach dem erfolgreichen Transfer gestellt. Das alte Konto wird nach 45 Tagen gelöscht.

 

Werden die Spielversionen bei Lesta Games und Wargaming vom Inhalt her identisch sein? Beispiel: Neue Bereiche, Karten, Modi, Balancing usw.

Lesta Games wird World of Warships in Russland und Belarus weiter betreiben und dazu einen neuen Client nutzen, der auf der aktuellen Spielversion basierend erstellt wird. Da das Spiel in Zukunft allerdings von zwei unabhängigen Unternehmen betrieben und monetarisiert wird, wird auch die weitere Entwicklung des Clients separat entschieden und kann in der Zukunft zu Unterschieden führen.

 

Können Spieler ihren Clan auf den EU-Server transferieren?

Ja, wenn dies vom Clan-Kommandanten beantragt wird.

 

Werden die Fortschritte bei den regionalen und allgemeinen Events im Spiel fortgesetzt?

Der Spielfortschritt wird nicht gespeichert, die Möglichkeit, bereits begonnene regionale Spielereignisse zu beenden, wird deaktiviert.


 


 

In dieser Übergangszeit werden die Unternehmen im Rahmen ihrer neuen Beziehung weiterhin nach bestem Wissen und Gewissen miteinander zusammenarbeiten. Wir rechnen derzeit nicht mit wesentlichen Serviceunterbrechungen aufgrund der Trennung. Allerdings werden die Spieler während der Übergangszeit weiterhin einige regionenübergreifende Funktionalitäten in World of Warships sehen, während wir unsere Arbeitsabläufe schrittweise an diese neue Realität anpassen. Unser neues Büro in Belgrad wird einen reibungslosen Übergang der Prozesse und Abläufe ermöglichen.

In der Zwischenzeit möchten wir sowohl neue als auch erfahrene Kapitäne auf unserem Server willkommen heißen!

 

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https://blog.worldofwarships.com/blog/362

Zitat
22.08.2022 12:00
  • Development Blog

Visual improvements - Closed testing

Closed testing of visual changes on certain maps will be conducted soon.

 

Changelog

  • New HD textures have been added to the "Mountain Range", "North", "Strait", "Estuary" and "Northern Lights" maps. We've also added a northern lights shader to enhance the visual representation of this natural phenomenon in the game.

TDf5FMaceIaYbSdrbCvke1MNqWTFnh4RfffTpSVQ.jpg

ilRxzJLxefkBV0QEWWlOBoGv5pJkgw7QgBjLsZsl.jpg

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  • The surf effect has been added to all maps with HD textures. Vegetation models have also been improved on all maps.

g3ZWJGFdZBlwC7LA1ARzQl8sbF71ia15MBPEtFZ2.jpg

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  • Added a more physically accurate simulation of water being displaced by ships as they move.

7gU296QpRJ3DauCLQ9aWUuIP2mIZ32r4Zqbv1WGj.jpg

ZZ0RVpBrdFVBwnVpTXv9J4eLPpKDOISoN5cvYVfu.jpg

 

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.

 

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Vor 2 Minuten, YabbaCoe sagte:

Commanders!

Based on testing results, we’re applying changes to I-56, S-189, Álvaro de Bazán, Vallejo, Japanese light cruisers, and Tromp.

 

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
24.08.2022 14:00
  • Development Blog

Changes to Test Ships – Closed Testing

Based on testing results, we’re applying changes to I-56, S-189, Álvaro de Bazán, Vallejo, Agano, Shimanto, and Tromp.

 

These changes will be implemented on the live server on Thursday, August 25:

Japanese submarine I-56, Tier VIII

  • Main battery reload time reduced: 2.25 to 1.8 s.

Soviet submarine S-189, Tier VIII

  • Range of acoustic homing torpedoes increased: 5 to 9 km.
  • Sonar ping maximum range increased: 5 to 9 km.
  • Sonar ping reload time increased: 8 to 9.5 s.

Spanish destroyer Álvaro de Bazán, Tier X

  • Main battery reload time reduced: 6.6 to 6.1 s.
  • Burst Fire reload time reduced: 30 to 28 s.
  • Torpedo reload time reduced: 95 to 90 s.

American cruiser Vallejo, Tier IX

  • Main battery reload time increased: 5.5 to 6.1 s.
  • Main battery firing range reduced: 16.7 to 15.7 km.

The following changes will be implemented on the live server with the release of Update 0.11.8:

Japanese cruisers Shimanto, Takahashi, and Yodo

  • Armor penetration capacity of HE shells increased: 25 to 30 mm.

Japanese cruiser Agano, Tier V

  • Added a Depth Charge Airstrike with similar stats to Furutaka’s.

Japanese cruiser Shimanto, Tier VIII

  • Sigma value reduced: 2.05 to 2

Dutch destroyer Tromp, Tier X

  • Minimum HE Bomb Airstrike drop distance increased: 1 to 1.5 km.

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.

 

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Vor 8 Minuten, YabbaCoe sagte:

Commanders!

We're applying balance changes to the following ships based on an analysis of both their combat statistics as well as player feedback: researchable German and Italian destroyers, Siliwangi, Udaloi, Harbin, Jinan, Leander, Marlborough, Champagne, Ryujo, Bearn, and United States. The Depth Charge Airstrike parameters for all ships have been unified.

 

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
25.08.2022 12:00
  • Development Blog

Balance changes - 0.11.8 Public Test

We're applying balance changes to the following ships based on an analysis of both their combat statistics as well as player feedback: researchable German and Italian destroyers, Siliwangi, Udaloi, Harbin, Jinan, Leander, Marlborough, Champagne, Ryujo, Bearn, and United States. The Depth Charge Airstrike parameters for all ships have been unified.

 

V Maestrale:

  • Maximum damage of researchable torpedoes reduced: 9,067 to 8,600
    • Chance to cause flooding reduced: 145% to 136%.
  • Torpedo tube reload time increased: 75 to 80 s
  • Main battery reload time increased: 5.5 to 5.8 s

VI Aviere:

  • Stock torpedo damage reduced: 9,067 to 8,600
    • Chance to cause flooding reduced: 145% to 136%.
  • Torpedo tube reload time increased: 75 to 80 s.
  • Main battery reload time increased: 6.5 to 6.8 s

IX Adriatico:

  • Main battery reload time reduced: 6 to 5.7 s

VII Z-31, VIII Gustav-Julius Maerker, IX Felix Schultz, X Elbing

  • Maximum HE shell damage increased: 1,700 to 1,800
  • Chance to cause fire increased: 8% to 12%.

VIII Siliwangi:

  • Main battery reload time reduced: 5 to 4.8 s
  • Torpedo tube reload time reduced: 128 to 120 s

IX Udaloi:

  • The detectability of the stock hull is now similar to that of the researchable one:
    • Surface detectability range increased: 8.3 to 8.9 km.
    • Detectability after firing in smoke increased: 3.3 to 3.6 km.

VIII Harbin:

  • Added the Repair Party consumable.

X Jinan:

  • The main battery reload time has been reduced: 3.5 to 3.2 s.

VI Leander:

  • Main battery reload time increased: 8 to 8.5 s.
  • Reload time of the researchable torpedo tubes increased: 96 to 101 s.
  • Reload time of the stock torpedo tubes reduced: 106 to 101 s.

IX Marlborough:

  • Main battery sigma parameter increased: 1.4 to 1.45.

VIII Champagne:

  • HP increased: 52,600 to 60,900

VI Ryūjō:

  • Researchable torpedo bombers:
    • Maximum torpedo damage reduced: 6,500 to 6,067
    • Chance to cause flooding reduced: 36% to 34%.

VI Béarn:

  • Skip bombers:
    • HE bomb damage reduced: 6,100 to 5,800
    • Chance to cause fire reduced: 35% to 33%.

  United States:

  • Preparation time for a tactical torpedo bomber flight increased: 195 to 205 s.

Depth charge Airstrike stat changes

The Depth charge Airstrike parameters have been unified for all cruisers and battleships:

Tier

Depth Charge Damage

Number of Depth Charges

Number of Uses

Cooldown Time

V 3,400 1 1 30
VI 3,400 1 1 30
VII 3,400 1 2 30
VIII 4,200 2 2 30
IX 4,200 2 2 30
X 4,900 2 2 30
Superships 4,900 2 2 30

 

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.

 

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Vor 15 Minuten, YabbaCoe sagte:

Commanders!

See what new restrictions we’re applying to the ongoing 18th Clan Battles Season.

 

Read more

 

 

Zitat
29.08.2022 17:00
  • Development Blog

Ship Restrictions for the ongoing Clan Battles Sirendae Season

See what new restrictions we’re applying to the ongoing 18th Clan Battles Season.

 

Based on analysis of battles as well as player feedback from the current Clan Battles season, we decided to make some changes to the ship limitations in place.

The following changes will take effect on August 31:

  • Restrictions on the number of ships:
    • No more than one VIII Le Fantasque/VIII Le Terrible per team. In other words, a team can only field one of these two ships in a battle — they cannot field two of one of them, or one of each of them
    • No more than one VIII Kiev per team
  • Ship bans: VIII Lenin and VIII Vladivostok.

 

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Vor 3 Stunden, YabbaCoe sagte:

Commanders!

Let's talk about the most notable new features of the next 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
01.09.2022 01:00
  • Development Blog

Halloween, Operation "Wolfpack", Personal Challenges, and other news - Closed testing 0.11.9

Let's talk about the most notable new features of the next update.

 
Halloween

In this year's Halloween celebration, players will enjoy the already familiar operations "Saving Transylvania" and "Sunray in the Darkness". The temporary "Twilight Battle" battle type, familiar to players from Halloween 2018, will also return with minor visual enhancements. 

Operation "Saving Transylvania" will be available as Operation of the Week in the first week of the update, "Sunray in the Darkness" – in the second week. Throughout version 0.11.9, they will be available for completion in divisions. Both operations will only be available at normal difficulty level. Standard operations will only be available during 0.11.9 for divisions.

"Twilight Battle" will become available 2 weeks after the release of 0.11.9

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Operation "Wolfpack" 

In version 0.11.9, a special Operation "Wolf Pack" will become available in the game. It is inspired by the real events of World War II surrounding the German submarine fleet's hunt for Allied convoys.

Players will fight at the helm of Tier VI and VIII submarines. There will be 7 players in a team.

The objective is to break through the Escort screen groups and destroy the transports before they reach their destination. 

For the first two weeks of 0.11.9, the Wolf Pack will only be available for divisions. Then it will become available as Operation of the Week. 

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Personal challenges

In 0.11.9, Personal Challenges will be available again! In this iteration, we've updated the interface, as well as diversified the mission conditions. In the first two weeks of Personal Challenges in 11.9, you will have to earn ribbons, while in the second two weeks it will be base XP, as before. In future iterations of Personal Challenges, new conditions will be added, such as damage dealt. 

Technical changes and improvements

Submarine changes

The visual effect of the ping traveling through water has been re-implemented. It did its job well of drawing the attention of both the targeted player and their allies to the attacking submarine. Combined with the effect of the ping launch appearing on the surface of the water near its source, it would help to locate the submarine more accurately, draw attention to it, and allow for a quicker and more effective attack.

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Updated the icon representing homing torpedoes - now it is more distinct from conventional torpedoes.

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New ribbons for depth charges were added. They will more clearly show the effectiveness of dropping depth charges on the submarine.

  • "Hit" ribbon is issued when a submarine receives full damage from the depth charge.
  • "Splash damage" ribbon is issued when a submarine receives partial damage from the depth charge.

Auto-ASW for aircraft carriers

All Tier VI+ aircraft carriers will receive Depth Charge Airstrike that will work automatically. It won't serve as a tool for attacking submarines, but will grant aircraft carriers a means to defend themselves against submarines that will work even when the player is in control of squadrons. 

The Airstrike will be triggered if a submarine is detected within the Aistrike's range, or if signs of its presence are present, such as oil slicks on the water or the sonar ping effect. Based on this, an airstrike will be subsequently triggered considering the lead. The submarine will have the opportunity to evade the attack if evasive maneuvers are taken at the right time.

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Changes to commanders, skills, and upgrades

A number of unique commander talents, skills, and upgrades have been updated to bring them to balance as well as increase their versatility.

Talents

Commander

Changes

Nikolay Kuznetsov

"Will for Victory":

  • The duration of bonuses after the activation of the talent reduced from 30 to 15 s;
  • The amount of hit points restored per second increased from 0.25% to 0.35%.

"Emergency Reserve":

  • Bonus to the number of consumables now also affects squadrons' consumables. 
Yamamoto Isoroku

"Emergency Reserve":

  • Bonus to the number of consumables now also affects squadrons' consumables. 
Günther Lütjens Fixed an issue because of which "Aerial Equipment Expert" talent was triggered on ships without squadrons.
Andrew Cunningham

"Lightning Fast":

  • Number of instances of flooding required for the talent activation increased from 2 to 4
Philippe Auboyneau

"Rampant":

  • Added a bonus that reduces the aircraft preparation time by 5%

"Fire and Fury":

  • Added a bonus that increases the chance to cause flooding by a torpedo by 10%

Skills

Ship type

Skill

Changes

Submarines "Enlarged Propeller Shaft" The skill now also increases the submarine's speed when surfaced and at periscope depth.
Battleships, cruisers "Focus Fire Training"

Added a bonus that reduces the aircraft preparation time by 5%

Cruisers, destroyers "Swift Fish" Added a bonus that increased the aerial torpedoes' speed by 5% 
Battleships, cruisers "AA Defense and ASW Expert"

Added an activated effect:

When the AA is active, improves the ship's consumables reload time: 

  • by 10% for battleships
  • by 5% for cruisers
Aircraft carriers "Secondary Armament Expert" Added a bonus that increases the damage of depth charges by 10%

 

Upgrades

Added a new upgrade – "Air Groups Modification 3". It can be mounted in a 4th slot for Ise, Tone, and Kearsarge. It provides the following bonuses:

  • -5% squadron preparation time
  • +5% squadrons speed 
  • +15% to the planes' HP.

I-56 can now have "Main Battery Modification 2" and "Aiming Systems Modification 1" mounted (3rd slot)

We've also updated the interface of the commander's tab and commander's skills window. In the reserve, you can now view the available commanders of those nations whose ships you do not have.

Brawls

0.11.9 will be featuring three Brawls in the following formats:

 

First Brawl - October 10-17.

Format: 1 vs 1 on tier VI ships

No ship type restrictions

 

Second Brawl - October 17-24

Format: 4 vs 4 on Tier VI ships. In this Brawl, you will be able to participate with submarines.

Restrictions per team:

  • No more than one aircraft carrier 
  • No more than two battleships, two cruisers, and two destroyers
  • No more than one submarine

Third Brawl - October 24-31

Format: 3 vs 3 on Tier VI ships.

Restrictions per team:

  • No more than one aircraft carrier 
  • No more than two battleships, two cruisers, and two destroyers
Ranked Battles

In Update 0.11.9, the 9th Ranked Battle season will kick off. It will last until the end of 0.11.11. 

The battles will be held in a 6 vs 6 format on ships of the following Tiers:

  • Bronze League - Tier V.
  • Silver League - Tiers VI-VII.
  • Gold League - Tier X and superships.

Details about the upcoming Ranked Battles season will be published later

Content additions and changes

The following content has been added into the game:

  • "Orca" permanent camouflage for Huron. This camouflage is the winner of the camouflage contest, the appearance of which was suggested by the players. Once again, we thank everyone who participated in this contest! 

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  • Permanent camouflages: "Celebration" for Conqueror, "Greek Trireme" for Velos, and "King of the Sea XIV — Gladiator" for Hipper

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  • "Bicol Express", "Tom Yum", "Satay", "Pho", "The Year We Roar Together" patches
  • "The blessing HE is here" flag.

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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.

 

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