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Interessante Infos aus aller Welt - Infothread (keine Diskussion)

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Vor 23 Minuten, YabbaCoe sagte:

Commanders!

Based on testing results, we’re applying changes to Tromp, Admiral Ushakov, and Malta.

 

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 14:00
  • Test ships

Changes to Test Ships — 0.11.8 Closed Test

Based on testing results, we’re applying changes to Tromp, Admiral Ushakov, and Malta.

 

Dutch destroyer Tromp, Tier X

  • Main battery reload time reduced: 8 to 6.5 s.
  • HE Bomb Airstrike reload time increased: 40 to 60 s.

Soviet super battleship Admiral Ushakov

  • Fore end armor belt thickness increased: 50 to 60 mm.
  • Aft end armor belt thickness increased: 50 to 60 mm.
  • Combat Instructions: The number of salvoes required to fill the adjustment fire meter increased: 9 to 12.

British aircraft carrier Malta, Tier X

  • Changed the parameters of attack aircraft (AP).
    • Decreased rocket dispersion ellipse by approximately 18%.
    • Reduced rocket launch interval: 0.08 to 0.06 s.

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:

Commandersl

British submarines Undine, Sturdy, and Thrasher; British cruiser Monmouth; British battleship Renown '44, and German cruiser Leipzig will be 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
01.09.2022 20:00
  • Development Blog

New ships - 0.11.9 Closed Testing

British submarines Undine, Sturdy, and Thrasher; British cruiser Monmouth; British battleship Renown '44, and German cruiser Leipzig will be added to the game for testing.

 

British submarines

 

Researchable British submarines VI Undine, VIII Sturdy, and X Thrasher will be added to the game.

The main armament of the newcomers is represented exclusively by acoustic torpedoes. There is a large number of torpedoes per salvo and they have a fast reload, but low damage. Also, Undine and Sturdy have a 76mm secondary battery gun, and Thrasher is armed with a 102mm main battery gun that can be directly controlled by the player. All of these guns fire SAP shells.

British submarines have a large dive capacity, but low maneuverability. They will be able to stay underwater for long periods of time, but it will be difficult to quickly change direction or retreat if detected. Attacks should also be executed with extreme caution, as the new submarines have a small HP pool, even compared to other nations' submarines. 

They perform best in close- and medium-range combat. It will be difficult for British subs to do effective damage from a very close range: acoustic torpedoes have low damage, and the submarines themselves have a low HP pool. Therefore, you should play British submarines more carefully, considering the torpedo range and large dive capacity.

 

British submarine Undine, Tier VI

al2GjdPdWj571O5HmfiXEOef4abOpguq85MlAAkZ.jpg

Representative of a series of small submarines (U-class) originally conceived as training submarines. Armed with six bow-mounted torpedo tubes.

Spoiler

British submarine Undine, tier VI

Hit points – 9600. Plating - 19 mm.

Dive capacity 300 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 1 units/s.

Sonar:

Reload time 6.5 s; Duration of a ping effect on a highlighted sector -  25.0 s, double highlighted sector - 50.0 s; Ping velocity 500; Maximum range 8 km

Torpedo tubes - 6x1 533 mm.
Maximum damage - 5167. Range - 8.0 km. Speed - 75 kt. Reload time - 45 s. Torpedo detectability - 1.7 km.
Number of bow torpedo tube loaders 3.

Secondary Armament:
1x1 76.2 mm, range  - 4.0 km.
Maximum SAP shell damage – 1700. Penetration - 22 mm. SAP shell initial velocity - 823 m/s

Maximum speed - 20.0 kt. Turning circle radius - 410 m. Rudder shift time – 5.9 s. Surface detectability – 5.5 km. Air detectability – 2.0 km.

Available consumables:
1 slot - Damage Control Party (Duration time 15 s; Reload time 60 s; Charges 3)
2 slot - Hydrophone (Duration time 30 s; Ship bearing distance 6.0 km; Interval between pings 4 s; Reload time 30 s; Charges 4)
3 slot - Submarine Surveillance (Duration time 60 s; Submarine

British submarine Sturdy, Tier VIII

KHhkVdRSSlknfHEiq0qRGURgPXdV05BmPVIrdqwt.jpg

One of the S-class submarines built during World War II. Armed with seven torpedo tubes.

Spoiler

British submarine Sturdy, tier VIII

Hit points – 12800. Plating - 19 mm.

Dive capacity 330 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 1 units/s.

Sonar:
Reload time 6.5 s; Duration of a ping effect on a highlighted sector -  25.0 s, double highlighted sector - 55.0 s; Ping velocity 500; Maximum range 9 km

Torpedo tubes - 7x1 533 mm.
Maximum damage - 5167. Range - 9.0 km. Speed - 75 kt. Reload time - 45 s. Torpedo detectability - 1.7 km.
Number of stern torpedo tube loaders 1. Number of bow torpedo tube loaders 3.

Secondary Armament:
1x1 76.2 mm, range  - 5.0 km.
Maximum SAP shell damage – 1700. Penetration - 22 mm. SAP shell initial velocity - 823 m/s

Maximum speed - 25.0 kt. Turning circle radius - 460 m. Rudder shift time – 5.0 s. Surface detectability – 6.1 km. Air detectability – 2.2 km.

Available consumables:
1 slot - Damage Control Party (Duration time 15 s; Reload time 60 s; Charges 3)
2 slot - Hydrophone (Duration time 30 s; Ship bearing distance 6.0 km; Interval between pings 4 s; Reload time 30 s; Charges 5)
3 slot - Submarine Surveillance (Duration time 60 s; Submarine spotting range at maximum depth 6.0 km; Preparation time at the beginning of the battle 360 s; Reload time 120 s; Equipment is unlimited)

British submarine Thrasher, Tier X

RWzhUU3a7YcRbGpeZqvGkwxAucP36FQbXRgHKHFq.jpg

Representative of a series of relatively large submarines that formed the backbone of the British submarine fleet during World War II. The main armament is eleven torpedo tubes, eight of which are located in the bow.

Spoiler

British submarine Thrasher, tier X

Hit points – 16800. Plating - 19 mm.

Dive capacity 340 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 1 units/s.

Main battery - 1x1 102 mm. Firing range - 6.0 km.
Maximum SAP shell damage - 2250. SAP shell armor penetration - 30 mm. SAP initial velocity - 850 m/s.
Reload time - 5.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 60 m. Sigma – 2.00.

Sonar:
Reload time 6.0 s; Duration of a ping effect on a highlighted sector -  25.0 s, double highlighted sector - 65.0 s; Ping velocity 500; Maximum range 10.0 km

Torpedo tubes - 11x1 533 mm.
Maximum damage - 5167. Range - 10.0 km. Speed - 78 kt. Reload time - 40 s. Torpedo detectability - 1.7 km.
Number of stern torpedo tube loaders 3. Number of bow torpedo tube loaders 4.

Maximum speed - 26.0 kt. Turning circle radius - 580 m. Rudder shift time – 6.0 s. Surface detectability – 6.1 km. Air detectability – 2.3 km. Detectability after firing main guns in smoke  – 2.0 km.

Available consumables:
1 slot - Damage Control Party (Duration time 15 s; Reload time 60 s; Charges 3)
2 slot - Hydrophone (Duration time 30 s; Ship bearing distance 6.0 km; Interval between pings 4 s; Reload time 30 s; Charges 6)
3 slot - Submarine Surveillance (Duration time 60 s; Submarine spotting range at maximum depth 6.0 km; Preparation time at the beginning of the battle 360 s; Reload time 120 s; Equipment is unlimited)

 

British battleship Renown '44, Tier VII

yERkomZRFgseh0jnb2De3qhwlEh4vFq8itUmvbXv.jpg

A fast-moving battlecruiser armed with guns similar to those mounted on battleships such as Queen Elizabeth. In the 1930s she underwent a comprehensive upgrade that included reinforced armor and anti-air armament.

The ship has many similarities with her counterpart – the British researchable battleship Renown. She has improved acceleration dynamics, high firing accuracy, AP shells effective against lightly armored targets, torpedoes with turning mechanics, and an improved Repair Party, as well as the Engine boost and Defensive AA Fire consumables. At the same time, she has weak armor and a low salvo weight.

However, the ship's gameplay is slightly different from the researchable Brit. Renown '44 is mainly a close-range battleship. In addition to 8 torpedoes with good damage, the ship is equipped with long-range and numerous secondary battery guns. In addition, it has a Hydroacoustic Search consumable in the same slot as Defensive AA Fire, which makes playing more comfortable at close range. However, this consumable has a small number of charges. 

Renown as of 1944 is less suited to the progression of the British battleship branch than her researchable counterpart. The Renown '44, if placed at Tier VI in the branch, would surpass even the Tier VII Rooke in terms of AA and secondary guns. So we are adding the Renown '44 in a state she was historically a large part of her lifespan, as a separate premium ship. What's worth mentioning is that she will actually be obtainable for free for particular in-game activities. We will share the details later. 

German cruiser Leipzig, Tier VI

4RVqWUUr44nDBFL9ANJm94YbL1UBwhDoVzRfKGIq.jpg

A light cruiser, a development of the Königsberg-class ships, which differs from its predecessors by a different turret layout and slightly modified defenses.

Leipzig, like her sister ship – researchable cruiser Nürnberg – is armed with nine 150mm main battery guns and four triple torpedo tubes, and is equipped with HE shells that have high armor penetration capabilities and AP shells with high damage. She has good concealment and the trademark German Hydroacoustic Search consumable. However, she has weak armor and AA weapons, as well as a slow main battery turret traverse speed.

Unlike Nürnberg, Leipzig's gameplay is weighted toward torpedo attacks, as her torpedoes have a high range. Because of this, as well as her good concealment, the ship can attack targets with torpedoes from a comfortable range while remaining undetected.

 
Spoiler

German cruiser Leipzig, Tier VI

Hit points – 26200. Plating - 16 mm. Fires duration: 30 s. Torpedo protection - 4 %.
Main battery - 3x3 150 mm. Firing range - 13.5 km.
Maximum HE shell damage – 1700. HE shell armor penetration - 38 mm. Chance to cause fire – 8%. HE initial velocity - 960 m/s.
Maximum AP shell damage - 3900. AP initial velocity - 960 m/s.
Reload time - 7.2 s. 180 degree turn time - 30.0 s. Maximum dispersion - 126 m. Sigma – 2.00.

Depth Charge Airstrike:
Reload time - 30.0 s. Available flights - 1. Number of Aircraft in Attacking Flight - 1. Maximum range - 6.0 km. Number of Bombs in Payload - 1. Maximum bomb damage - 3400.0.

Torpedo tubes - 4x3 533 mm.
Maximum damage - 13700. Range - 10.0 km. Speed - 59 kt. Reload time - 68 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.

Secondary Armament:
3x2 88.0 mm, range  - 5.6 km.
Maximum HE shell damage – 1000. Chance to cause fire – 4%. HE initial velocity - 950 m/s

AA defense: 4x1 20.0 mm., 3x2 88.0 mm., 4x2 37.0 mm.
AA defense short-range: continuous damage per second - 39, hit probability - 85 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 21, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 46, hit probability - 90 %, action zone - 4.6 km;
Number of explosions in a salvo - 1, damage within an explosion - 1050, action zone 3.5 - 4.6 km.

Maximum speed - 32.0 kt. Turning circle radius - 700 m. Rudder shift time – 7.3 s. Surface detectability – 9.7 km. Air detectability – 5.5 km. Detectability after firing main guns in smoke  – 4.4 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Hydroacoustic Search (Duration time 110 s; Torpedo detection range 3.8 km; Ship detection range 5.5 km; Reload time 120 s; Charges 3)
3 slot - Defensive AA Fire
4 slot - Fighter 

 

British cruiser Monmouth, Tier X

WVJUW7db7akEv0rBbJJbuOe86kiMRLQECztlue02.jpg

 

A heavy cruiser with 234 mm main battery artillery housed in three four-gun turrets.

Monmouth is a cruiser designed for medium-range combat. With her eight guns positioned at the ship's fore, she can fire effectively without having to show her broadside. The guns are armed with standard AP shells and signature British HE shells that have high damage, armor penetration capabilities, and chance to cause fire. Monmouth is also armed with two quadruple torpedo tubes with the ability to launch torpedoes one by one. Monmouth has thick deck armor, but low speed and mediocre maneuverability. The ship is equipped with a choice between Hydroacoustic Search or Defensive AA Fire in one slot, as well as a Specialized Repair Teams consumable.

Why "Monmouth"?

The British reverence for their history and the peculiarity of English customs are famed. In the early years of the 20th century, the Royal Navy was bolstered by a series of ten armored cruisers named after the counties of jolly old England. The lead ship was Monmouth, named after the county of Monmouthshire on the border with Wales. Since then, the "County" class has become a traditional naming scheme for British cruisers, as well as the missile destroyers and frigates that replaced them.

But among the ships of this turn-of-the-century class, Monmouth was a name that never reappeared in future cruisers, perhaps because the first one was lost in the battle off Coronel in 1914. Meanwhile, HMS Monmouth (F235), one of 16 Type-23 frigates, did serve under St. George's Ensign from 1993 to 2021. However, ships of this particular class were no longer named after counties, but after British ducal titles. Moreover, unlike her sisterships, HMS Monmouth (F235) was named after a title, bestowed only once, exactly 330 years ago: nobleman James Scott, who would go on to be executed in the XVIIth century for rebellion against the KIng, was the 1st Duke of Monmouth, and remained the only one since then.

We at World of Warships couldn't get past such an unusual background, and
decided to immortalize it with the name of a new cruiser.

Spoiler

British cruiser Monmouth, Tier X

Hit points – 59400. Plating - 25 mm. Fires duration: 30 s. Torpedo protection - 13 %.

Main battery - 3x4 234 mm. Firing range - 16.9 km.
Maximum HE shell damage – 3850. HE shell armor penetration - 59 mm. Chance to cause fire – 24%. HE initial velocity - 841 m/s.
Maximum AP shell damage - 5750. AP initial velocity - 841 m/s.
Reload time - 18.5 s. 180 degree turn time - 22.5 s. Maximum dispersion - 149 m. Sigma – 2.05.

Depth Charge Airstrike:
Reload time - 30.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 8.0 km. Number of Bombs in Payload - 1. Maximum bomb damage - 4900.0.

Torpedo tubes - 2x4 533 mm.
Maximum damage - 16767. Range - 10.0 km. Speed - 62 kt. Reload time - 106 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.
Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once

Secondary Armament:
6x2 113.0 mm, range  - 7.3 km.
Maximum HE shell damage – 1600. Chance to cause fire – 7%. HE initial velocity - 746 m/s
AA defense: 5x6 40.0 mm., 16x2 20.0 mm., 7x2 40.0 mm., 6x2 113.0 mm.
AA defense short-range: continuous damage per second - 196, hit probability - 85 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 330, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 126, hit probability - 90 %, action zone - 5.8 km;
Number of explosions in a salvo - 6, damage within an explosion - 1610, action zone 3.5 - 5.8 km.

Maximum speed - 32.0 kt. Turning circle radius - 840 m. Rudder shift time – 12.6 s. Surface detectability – 14.1 km. Air detectability – 9.3 km. Detectability after firing main guns in smoke  – 9.5 km.

Available consumables:
1 slot - Damage Control Party 
2 slot - Specialized Repair Teams (Duration time 20 s; HP per second 1188.0; Reload time 80 s; Charges 2)
3 slot - Hydroacoustic Search/Defensive AA Fire

 

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.

 

genau, noch mehr Subs :Smile_facepalm:

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Vor 16 Minuten, YabbaCoe sagte:

Commanders!

 

The distribution of Divisions between teams in the current session of Brawls (12 vs. 12 aboard battleships) is not working correctly. Therefore, we've decided to temporarily disable the ability to join Brawls as part of a Division. This will apply to all remaining Brawl sessions in Update 0.11.8.

 

We will notify you as soon as the issue has been solved. We thank you for your feedback and extend our apologies for any inconvenience caused.

 

Link for the DevBlog

Zitat
14.09.2022 17:00
  • Development Blog

Changes to Brawls — 0.11.8

Captains!

The distribution of Divisions between teams in the current session of Brawls (12 vs. 12 aboard battleships) is not working correctly. Therefore, we've decided to temporarily disable the ability to join Brawls as part of a Division. This will apply to all remaining Brawl sessions in Update 0.11.8.

We will notify you as soon as the issue has been solved. We thank you for your feedback and extend our apologies for any inconvenience caused.

 

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Vor 1 Minute, YabbaCoe sagte:

Commanders!

Based on testing results, we're applying changes to Agano, Gokase, Shimanto, Takahashi, Tromp, Yodo, and Monmouth, as well as submarines.

 

Read more

 

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

Zitat
20.09.2022 14:00
  • Development Blog

Changes to test ships and submarines – Closed testing

Based on testing results, we're applying changes to Agano, Gokase, Shimanto, Takahashi, Tromp, Yodo, and Monmouth, as well as submarines.

 

The following changes will take effect on the live server on Wednesday, September 21st:

Japanese cruiser Agano, Tier V

  • Main battery firing range reduced: 14.6 to 13.9 km.

Japanese cruiser Gokase, Tier VI

  • Main battery firing range reduced: 14.6 to 13.9 km.
  • Surface detectability range increased: 9.5 to 10.9 km.
    • Other detectability ranges increased proportionally

Japanese cruiser Shimanto, Tier VIII

  • Main battery firing range reduced: 18.7 to 17.6 km.
  • Surface detectability range increased: 11.1 to 12.5 km.
    • Other detectability ranges increased proportionally

Japanese cruiser Takahashi, Tier IX

  • Main battery firing range reduced: 18.7 to 18 km.
  • Surface detectability range increased: 11.3 to 12.5 km.
    • Other detectability ranges increased proportionally

Dutch destroyer Tromp, Tier X

  • Main battery reload time reduced: 6.5 to 5.5 s.
  • HE shell armor penetration increased: 25 to 30 mm.

The following changes will take effect on the main server with the release of Update 0.11.9:

Japanese cruiser Yodo, Tier X

  • Main battery reload time reduced: 14 to 12.5 s.

British cruiser Monmouth, Tier X

  • Fixed a bug in the ship's parameters:
    • AP shell fuse delay increased from 0.005s to 0.033s.

Soviet submarine S-189, Tier VIII

  • Preparation time for the "Submarine Surveillance" consumable reduced: 300 to 290 s.

American, British, and German submarines

  • Preparation time for the "Submarine Surveillance" consumable reduced: 360 to 330 s.

The following commander skills for submarines have also been changed:

  • Consumables Specialist:
    • Skill cost increased: 1 to 3 skill points.
    • Bonus to consumable preparation time and cooldown increased: 5% to 15%.
  • Helmsman:
    • Skill cost reduced: 2 to 1 skill point.
  • Consumables Enhancements:
    • Skill cost reduced: 3 to 2 skill points.
    • Consumable action time bonus reduced: 10% to 5%.

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 14 Minuten, YabbaCoe sagte:

Commanders!

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 September 21:

  • Restrictions on the number of ships:
    • Limited the number of Cherbourg or Bayard. One team may not have more than two of these ships in total.

 

Link for DevBlog

 

 

 

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Vor 3 Stunden, YabbaCoe sagte:

Commanders!

American Researchable hybrid battleships Nebraska, Delaware, and Louisiana; Pan-Asian Tier III cruiser Ning Hai and Tier IX battleship Sun Yat-Sen; Commonwealth Tier IX cruiser Hector; and British Tier VIII submarine Alliance 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
29.09.2022 01:00
  • Development Blog

New Ships — Closed Testing 0.11.10

American Researchable hybrid battleships Nebraska, Delaware, and Louisiana; Pan-Asian Tier III cruiser Ning Hai and Tier IX battleship Sun Yat-Sen; Commonwealth Tier IX cruiser Hector; and British Tier VIII submarine Alliance have been added to the game for testing.

 

A new researchable branch of American hybrid battleships will be added to the game in the upcoming test session.

Each of these ships has main battery guns with good firing range, though not the highest damage per minute, as well as a squadron of dive bombers equipped with HE bombs. These aircraft are not available to activate at the beginning of a battle and are subject to a significant preparation time. The large number of planes per squadron allows for good damage to be dealt with these aircraft. However, the planes do not return to the ship after use. Instead, a full squadron is restored on your ship at once after a long cooldown.

The new battleships stand out with good maneuverability and speed, which makes it possible to change flanks if the need arises. The most vulnerable part of these ships is their large, lightly armored aircraft hangars which form part of the superstructure. Thanks to their good firing range and fully controllable aircraft squadrons, these newcomers can provide effective support to their team. The ships’ consumables are composed of Damage Control Party and Repair Party with standard characteristics, as well as a Fighter.

As far as Anti-Submarine tools, these ships will come equipped with a standard Depth Charge Airstrike. If testing of this armament on the American branch of researchable hybrid battleships is successful, we will consider adding this armament to the hybrid ships already present in the game.

 

American battleship Nebraska, Tier VIII

kMxp262SSxqYHg7t381FNhuRTj0euZ6LqDNQIWn3.jpg

A fast aircraft carrier/battleship with powerful anti-aircraft defenses and six 406 mm guns mounted on the ship’s bow.

Spoiler

American battleship Nebraska, tier VIII

Hit points – 71100. Plating - 32 mm.
Torpedo protection - 23 %.
Main battery - 2x3 406 mm. Firing range - 22.7 km.
Maximum HE shell damage – 5700. HE shell armor penetration - 68 mm. Chance to cause fire – 36%. HE initial velocity - 820 m/s.
Maximum AP shell damage - 13100. AP initial velocity - 701 m/s.
Reload time - 27.0 s. 180 degree turn time - 45.0 s. Maximum dispersion - 287 m. Sigma – 2.00.

Airstrike (DC):
Reload time - 30 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 10.0 km. Number of Bombs in Payload - 1. Maximum bomb damage - 1600.0.
Secondary Armament:

  • 10x2 127.0 mm, range  - 6.6 km.
  • Maximum HE shell damage – 1800. Chance to cause fire – 5%. HE initial velocity - 792 m/s

AA defense: 38x2 20.0 mm., 10x2 127.0 mm., 9x4 40.0 mm.

  • AA defense short-range: continuous damage per second - 459, hit probability - 70 %, action zone - 2.0 km;
  • AA defense mid-range: continuous damage per second - 235, hit probability - 75 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 175, hit probability - 75 %, action zone - 5.8 km;
  • Number of explosions in a salvo - 8, damage within an explosion - 1540, action zone 3.5 - 5.8 km.

Aircraft:
Dive bombers
Hit points - 2229, cruising speed - 135.0 knots, maximum speed - 173.0 knots, size of attacking flight - 5, aircraft per squadron - 5, aircraft restoration time - 120 s, detectability range - 10.0 km, number of aircraft on deck - 5.
Bombs in payload - 2, bomb type - HE, maximum bomb damage - 7300, armor penetration - 42 mm, chance to cause fire – 46 %.

Maximum speed - 30.0 kt. Turning circle radius - 760 m. Rudder shift time – 16.2 s. Surface detectability – 15.2 km. Air detectability – 11.2 km. Detectability after firing main guns in smoke  – 15.1 km.
Available consumables:

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

American battleship Delaware, Tier IX

AqzrXTGDlYZKiDPXIznz9OfOxTPxBj5pPSnFrrp9.jpg

A project for a large hybrid battleship based on the Iowa-class hull, along with similar AA defenses, armor, and speed as the Iowas.

Spoiler

American battleship Delaware, tier IX

Hit points – 80800. Plating - 32 mm.
Torpedo protection - 25 %.
Main battery - 1x2 406 mm, 2x3 406 mm. Firing range - 21.6 km.
Maximum HE shell damage – 5700. HE shell armor penetration - 68 mm. Chance to cause fire – 36%. HE initial velocity - 820 m/s.
Maximum AP shell damage - 13500. AP initial velocity - 762 m/s.
Reload time - 30.0 s. 180 degree turn time - 45.0 s. Maximum dispersion - 276 m. Sigma – 1.90.

Airstrike (DC):
Reload time - 30 s. Available flights - 1. Number of Aircraft in Attacking Flight - 1. Maximum range - 10.0 km. Number of Bombs in Payload - 1. Maximum bomb damage - 4200.0.
Secondary Armament:

  • 10x2 127.0 mm, range  - 7.0 km.
  • Maximum HE shell damage – 1800. Chance to cause fire – 5%. HE initial velocity - 792 m/s

AA defense: 15x2 20.0 mm., 14x2 76.2 mm., 10x2 127.0 mm.

  • AA defense short-range: continuous damage per second - 175, hit probability - 70 %, action zone - 2.0 km;
  • AA defense mid-range: continuous damage per second - 469, hit probability - 75 %, action zone - 4.0 km;
  • AA defense long-range: continuous damage per second - 175, hit probability - 75 %, action zone - 5.8 km;
  • Number of explosions in a salvo - 8, damage within an explosion - 1610, action zone 3.5 - 5.8 km.

Aircraft:
Dive bombers
Hit points - 2630, cruising speed - 135.0 knots, maximum speed - 172.0 knots, size of attacking flight - 5, aircraft per squadron - 5, aircraft restoration time - 120 s, detectability range - 10.0 km, number of aircraft on deck - 5.
Bombs in payload - 2, bomb type - HE, maximum bomb damage - 7300, armor penetration - 42 mm, chance to cause fire – 46 %.

Maximum speed - 33.0 kt. Turning circle radius - 920 m. Rudder shift time – 17.2 s. Surface detectability – 16.2 km. Air detectability – 14.8 km. Detectability after firing main guns in smoke  – 16.1 km.
Available consumables:

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

 

American battleship Louisiana, Tier X

76Wrsjr0KdETFy5ll2nx8bI3uHUwgZOgUeI7pp33.jpg

A project for a powerful battleship-aircraft carrier based on the Montana-class and armed with ten 406 mm guns. The ship’s AA is composed of late World War II systems.

Spoiler

American battleship Louisiana, tier X

Hit points – 96300. Plating - 32 mm.
Torpedo protection - 35 %.
Main battery - 2x3 406 mm, 1x4 406 mm. Firing range - 22.8 km.
Maximum HE shell damage – 5700. HE shell armor penetration - 68 mm. Chance to cause fire – 36%. HE initial velocity - 820 m/s.
Maximum AP shell damage - 13500. AP initial velocity - 762 m/s.
Reload time - 30.0 s. 180 degree turn time - 45.0 s. Maximum dispersion - 288 m. Sigma – 1.90.

Airstrike (DC):
Reload time - 30 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 11.0 km. Number of Bombs in Payload - 1. Maximum bomb damage - 2600.0.
Secondary Armament:

  • 10x2 127.0 mm, range  - 7.3 km.
  • Maximum HE shell damage – 1800. Chance to cause fire – 9%. HE initial velocity - 808 m/s

AA defense: 16x2 20.0 mm., 16x2 76.2 mm., 10x2 127.0 mm.

  • AA defense short-range: continuous damage per second - 186, hit probability - 70 %, action zone - 2.0 km;
  • AA defense mid-range: continuous damage per second - 529, hit probability - 75 %, action zone - 4.0 km;
  • AA defense long-range: continuous damage per second - 175, hit probability - 75 %, action zone - 6.0 km;
  • Number of explosions in a salvo - 8, damage within an explosion - 1680, action zone 3.5 - 6.0 km.

Aircraft:
Dive bombers
Hit points - 2500, cruising speed - 135.0 knots, maximum speed - 171.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 120 s, detectability range - 10.0 km, number of aircraft on deck - 6.
Bombs in payload - 2, bomb type - HE, maximum bomb damage - 7300, armor penetration - 42 mm, chance to cause fire – 46 %.

Maximum speed - 31.0 kt. Turning circle radius - 950 m. Rudder shift time – 18.6 s. Surface detectability – 16.8 km. Air detectability – 14.5 km. Detectability after firing main guns in smoke  – 16.8 km.

Available consumables:

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

 

The naming of U.S. battleships by states is so familiar that few have thought about why this is the case. The history goes back to 1819, when an act of Congress established that the names of the United States warships are selected by the Secretary of the Navy, under the direction of the President. It was decided that ships of first rank (40 guns and above) should be named after the states of the Union.

As the decades passed, the sailing fleet was replaced by the steam fleet, then the armoured fleet, and the laws were refined according to the new ship classifications. Since 1898 the rule of naming according to the states, while such names are available, extended to armoured cruisers of the 1st class and monitors. In 1908 the latter were excluded, as this class of warships had lost relevance, and the number of battleships and then dreadnoughts was growing rapidly. In order to free up names, it was deemed necessary to rename the armoured cruisers and monitors that had entered into service earlier. In 1925, it was decided that battleships are named only after states, but with a reservation: if all such names are used, the ships of this class can be named after a city, historical place, or figure. But in reality, it hasn't come to that.

That said, there have never been any rules governing the choice of a particular state for naming a ship in the US Navy. This is what we, at World of Warships, took advantage of. The battleship, which was based on the preliminary design of two North Carolina ships laid in 1937-1938, was named Nebraska. This state's name was given only once in the history in 1904 to a battleship decommissioned in 1923. The only other "hybrid" battleship of this state, built on an Iowa-class ship and therefore dating from the early 1940s, was named for Delaware. This was the name of a dreadnought that had been in service since 1909, which also ended in 1923. The aircraft-carrying battleship, based on the design of the unbuilt Montana ships of the 1940s, retained the name of Louisiana, the fifth of this type and last American battleship commissioned in history.

 

Pan-Asian cruiser Ning Hai, Tier III

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A compact light cruiser built in Japan for the ROC Navy. Her distinguishing features were her moderate speed and relatively powerful artillery for her size.

In-game, Ning Hai is notable for her long-range, rapid-firing guns and powerful torpedo armament. She also enjoys good concealment and maneuverability, but a low speed and a small HP pool.

 
Spoiler

Pan-Asian cruiser Ning-Hai, tier III

Hit points – 13800. Plating - 6 mm. Fires duration: 30 s.
Torpedo protection - 4 %.
Main battery - 3x2 140 mm. Firing range - 13.7 km.
Maximum HE shell damage – 2400. HE shell armor penetration - 23 mm. Chance to cause fire – 10%. HE initial velocity - 850 m/s.
Maximum AP shell damage - 2700. AP initial velocity - 850 m/s.
Reload time - 8.0 s. 180 degree turn time - 24.0 s. Maximum dispersion - 128 m. Sigma – 2.00.
Torpedo tubes - 2x2 533 mm.
Maximum damage - 10833. Range - 7.0 km. Speed - 57 kt. Reload time - 42 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km.

AA defense: 4x1 7.7 mm., 6x1 76.2 mm.

  • AA defense short-range: continuous damage per second - 25, hit probability - 85 %, action zone - 1.5 km;
  • AA defense mid-range: continuous damage per second - 32, hit probability - 90 %, action zone - 3.0 km;

Maximum speed - 21.2 kt. Turning circle radius - 390 m. Rudder shift time – 3.6 s. Surface detectability – 9.9 km. Air detectability – 3.3 km. Detectability after firing main guns in smoke  – 4.3 km.

Available consumables:

  • 1 slot - Damage Control Party 

 

Pan-Asian battleship Sun Yat-Sen, Tier IX

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A battleship similar in many respects to the Sovetsky Soyuz-class, except in the gunnery department.

Sun Yat-Sen is armed with six 457 mm main battery guns with good accuracy and range. She also has a healthy supply of HP and good armor. Her AA defenses are average, but with the help of the Defensive AA fire consumable, she can deftly fend off enemy squadrons. The main con of the ship is the reduced number of guns. The ship’s consumables are represented by Damage Control Party, Repair Party, and Defensive AA fire.

 
Spoiler

Pan-Asian battleship Sun Yat-Sen, tier IX

Hit points – 88100. Plating - 32 mm.
Torpedo protection - 35 %.
Main battery - 3x2 457 mm. Firing range - 20.7 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 - 26.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 267 m. Sigma – 1.80.

Airstrike (DC):
Reload time - 25.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 10.0 km. Number of Bombs in Payload - 1. Maximum bomb damage - 1600.0.
Secondary Armament:

  • 6x2 152.0 mm, range  - 7.0 km.
  • Maximum HE shell damage – 2200. Chance to cause fire – 12%. HE initial velocity - 950 m/s

AA defense: 8x2 57.0 mm., 4x4 57.0 mm., 6x2 152.0 mm.

  • AA defense mid-range: continuous damage per second - 410, hit probability - 75 %, action zone - 4.0 km;
  • AA defense long-range: continuous damage per second - 81, hit probability - 75 %, action zone - 5.8 km;
  • Number of explosions in a salvo - 4, damage within an explosion - 1680, action zone 3.5 - 5.8 km.

Maximum speed - 28.0 kt. Turning circle radius - 950 m. Rudder shift time – 14.9 s. Surface detectability – 16.7 km. Air detectability – 12.9 km. Detectability after firing main guns in smoke  – 18.3 km.

Available consumables:

  • 1 slot - Damage Control Party 
  • 2 slot - Repair Party 
  • 3 slot - Defensive AA Fire 

 

From the foot to the top of the 450-meter peak of the Purple Mountain below the city of Nanjing in China lies an enormous memorial shrine, which more than 90 years ago became an integral part of the picturesque panorama of the surrounding landscape. Since 1929 a man who was honoured with the title "Father of the Nation" has been laid to rest here. The first president of the Republic of China, Sun Yat-Sen (1866-1925), who was the founding father of modern China, is not only one of the most revered political figures in the country, but a symbol of national unity and rebirth, binding and uniting all Chinese.

This is why when we at World of Warships created a design for a battleship representing a further evolution of the "Sovetsky Soyuz" battleships of the 1950s, with an even more powerful main caliber and upgraded artillery and electronic armament, we felt that such a monumental ship would be worthy of bearing the name of such an outstanding historical figure from the Middle Kingdom.

 

Commonwealth cruiser Hector, Tier IX

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A project for an enlarged version of the Dido-class light cruiser. The main differences between her and her prototype lie in the more powerful guns and torpedo armament.

Hector is armed with fourteen 133 mm guns divided between 7 turrets, as well as 4 four-tube torpedo launchers, similar in characteristics to those aboard cruiser Neptune. As a British ship, her torpedoes can be launched one at a time. The main battery has a high rate of fire yet low damage and armor penetration values; the torpedoes have comfortable torpedo launching angles. The cruiser has good concealment and maneuverability, but low HP and weak armor. Consumables: Damage Control Party and Repair Party with standard settings, a Crawler Smoke Generator, and the choice between Defensive AA Fire and Hydroacoustic Search.

 
Spoiler

Commonwealth cruiser Hector, tier IX

Hit points – 34400. Plating - 16 mm. Fires duration: 30 s.
Torpedo protection - 4 %.
Main battery - 7x2 133 mm. Firing range - 15.6 km.
Maximum HE shell damage – 1900. HE shell armor penetration - 22 mm. Chance to cause fire – 8%. HE initial velocity - 792 m/s.
Maximum AP shell damage - 2550. AP initial velocity - 792 m/s.
Reload time - 6.7 s. 180 degree turn time - 9.0 s. Maximum dispersion - 140 m. Sigma – 2.05.
Depth charges:
Maximum damage - 5000.0. Number of charges - 2. Bombs in a charge - 8. Reload time - 40.0 s.
Torpedo tubes - 4x4 533 mm.
Maximum damage - 16767. Range - 10.0 km. Speed - 62 kt. Reload time - 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.
Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once

AA defense: 4x4 40.0 mm., 8x1 40.0 mm., 8x2 20.0 mm., 7x2 133.0 mm.

  • AA defense short-range: continuous damage per second - 109, hit probability - 85 %, action zone - 2.0 km;
  • AA defense mid-range: continuous damage per second - 221, hit probability - 90 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 77, hit probability - 90 %, action zone - 6.0 km;
  • Number of explosions in a salvo - 4, damage within an explosion - 1540, action zone 3.5 - 6.0 km.

Maximum speed - 34.0 kt. Turning circle radius - 690 m. Rudder shift time – 9.0 s. Surface detectability – 10.5 km. Air detectability – 7.4 km. Detectability after firing main guns in smoke  – 4.6 km.

Available consumables:

  • 1 slot - Damage Control Party 
  • 2 slot - Repair Party 
  • 3 slot - Hydroacoustic Search/Defensive AA Fire 
  • 4 slot - Crawling Smoke Generator (Duration time 90 s; Duration time 10 s; Radius 450 m; Reload time 160 s; Charges 3)

 

By the early 1930s, after a break of 10 years, the building of new cruisers with 152 mm artillery began and the first two series were named after ancient gods, heroes, and mythical characters. Five ships of Leander type and four of Arethusa type were constructed. In addition, two lead cruisers of the next series were ordered in 1933 under names Minotaur and Polyphemus, but the Admiralty's plans changed and these 10 ships entered in history named after British cities - light cruisers of Town type.

Most of the 16 Dido-type air-defense cruisers that were designed on the basis of Arethusa continued the traditions of ancient mythology and history in their names. We at World of Warships also designed a cruiser of such class, but based on the hull of the 3rd series of Town ships - the famous Belfast and Edinburgh. The choice of name was not an easy matter, the more so as she was to serve under the flag of the Commonwealth, although several cruisers such as Leander and Dido have successfully done so. The classics have won - until the beginning of the 20th century, 9 ships of the Royal Navy were named after Trojan hero Hector from "Iliad", but they had no luck in world wars, the biggest being an auxiliary cruiser that perished in 1942. It is thought that our ship Hector will rectify this historical injustice.

 

British submarine Alliance, Tier VIII

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A diesel-electric submarine with a long operating range, intended for use in the Pacific theatre. In the late 1950s, the submarine underwent a major upgrade.

Unlike the researchable British submarines, Alliance has access to both acoustic and standard torpedoes. The acoustic torpedoes have a shorter distance at which they stop homing, as well as improved turning speed towards pinged targets, but they are extremely slow, giving an opening for enemies to evade them. They also deal low damage. Like the researchable British subs, Alliance has an impressive dive capacity and good speed, but a small HP pool.

 
Spoiler

British submarine Alliance, tier VIII

Hit points – 15400. Plating - 19 mm.
Dive capacity 310 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 1 units/s.
Sonar:
Reload time 6.5 s; Duration of a ping effect on a highlighted sector -  25.0 s, double highlighted sector - 55.0 s; Ping velocity 500; Maximum range 12.5 km
Torpedo tubes - 6x1 533 mm.
Maximum damage - 5067. Range - 10.0 km. Speed - 42 kt. Reload time - 30 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.1 km.
Alternative torpedo:
Maximum damage - 9867. Range - 7.0 km. Speed - 65 kt. Reload time - 30 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.7 km.
Number of stern torpedo tube loaders 2.Number of bow torpedo tube loaders 4.
Maximum speed - 31.0 kt. Turning circle radius - 590 m. Rudder shift time – 6.1 s. Surface detectability – 5.7 km. Air detectability – 2.2 km.
Available consumables:

  • 1 slot - Damage Control Party (Duration time 15 s; Reload time 60 s; Charges 3)
  • 2 slot - Hydrophone (Duration time 30 s; Ship bearing distance 6.0 km; Interval between pings 4 s; Reload time 30 s; Charges 5)
  • 3 slot - Submarine Surveillance (Duration time 60 s; Submarine spotting range at maximum depth 6.0 km; Preparation time at the beginning of the battle 360 s; Reload time 120 s; Equipment is unlimited)

 

 

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 7 Minuten, YabbaCoe sagte:

Commanders!

Let’s take a look at what’s coming up in 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
29.09.2022 20:00
  • Development Blog

Early Access to Japanese cruisers, graphical improvements, Battle Pass, new season of Clan Battles, Brawls, and other news — Closed testing 0.11.10

Let’s take a look at what’s coming up in the next Update.

 

Early Access to Japanese light cruisers

 

In Update 0.11.10, early access to Japanese light cruisers begins.

Players will be able to earn a new temporary resource — Japanese Tokens — by completing special combat missions. These tokens can be spent in the Armory to acquire consecutive bundles with early access ships. With the release of Update 0.12.0m Japanese Tokens will be exchanged for Credits at a rate of 1:9,000.

For the event, we added the “Dawn Harmony” permanent camouflage for Shimanto, Takahashi, and Yodo.

 

Sn2nGAPY9MrEk5fv41450c9CYt4jdLkwsbxLZjTy.jpg

 

The port of Zipangu has been updated to receive the new branch.

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Graphical Improvements

Work continues on visual upgrades in our game during Update 0.11.10.

New HD textures have been added to the maps Mountain Range, North, Strait, Estuary, and Northern Lights. 

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An Aurora shader has been added to the sky in the latter map, making this phenomenon appear more realistic.

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Vegetation models have been improved on all maps, and a surf effect has been added to all maps with HD textures.

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The effect of water being displaced by moving ships has also been improved and now looks more realistic.

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Wet effects and dynamic reflections have been added to all ship surfaces.

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Battle Pass

Starting with Update 0.11.10, the Battle Pass (BP) will appear in the game. A new BP will start with the release of each Update and remain active until the start of the next one.

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The BP consists of a progress bar broken down into levels that require Battle Pass Points to complete. Starting with version 0.11.10, these points will become a reward for completing daily and weekly combat missions.

There will be 2 reward chains available — free and paid. They will have a single progress bar, but access to rewards from the paid chain will need to be purchased. This can be done at any time, and after the purchase, you will receive all the rewards of the paid chain, tied to previously completed levels.

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The free chain will include all the rewards that the player could receive for daily, weekly and monthly combat missions before the release of version 0.11.10, namely: various containers, Free and Elite XP, credits, coal, steel, research points, and Port slots.

Additional rewards will be available in the paid chain, including coal, research points, credits, free and elite experience, steel, as well as economic bonuses. The final reward of the paid chain in version 0.11.10 will be Tokachi. Buying access to a paid chain will also make it possible to buy additional BP levels for doubloons.

To complete the entire BP, you will need fewer points than you can get for all combat missions, which will allow you to complete the BP even if you miss some of the tasks. If you continue to complete combat missions after completing the BP, you will receive fixed additional rewards.

Details about the Battle Pass will be announced at a later date.

 

New Clan Battles Season

In Update 0.11.10, Clan Battles season “Octopus” will begin.

The battles will take place in a 7 vs. 7 format on Tier X ships, with no aircraft carriers or submarines.

The season will start off with the following restrictions — a team can have no more than 2 battleships, as well as a total of no more than 3 Marceau and Kleber combined. More restrictions may be introduced and existing ones changed during the season.

 

Brawls

In Update 0.11.10 you will be able to take part in 4 Brawls

Brawl 1 – 7-14 November

Format: 4 vs. 4 on Tier V ships

Restrictions: A team can have no more than 2 battleships, 2 cruisers, and 2 destroyers.

Brawl 2 – 14-21 November

Format: 5 vs. 5 on Tier V ships

Restrictions: A team can have no more than 3 battleships, 3 cruisers, and 3 destroyers.

Brawl 3 – 21-28 November

Format: 1 vs. 1 on Tier X ships

Restrictions: submarines are not allowed to participate.

Brawl 4 – 28 November-5 December

Format: 1 vs. 1 on Tier VII ships

 

Black Friday

As part of the upcoming Black Friday event, the following content was added to the game:

  • “B” versions of Napoli, Kearsarge, Mainz, Chkalov, and Shinonome

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  • 5 themed flags and patches

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  • 2 types of “Black Friday 2022” containers

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The Naval base port has been updated to mark the event.

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Other changes

The group of camouflages labeled “Special” in the "Exterior" tab has been divided into 2 - Special and Trophy. Added the ability to sell camouflages from these groups.

In Update 0.11.10, a new heroic achievement was added to the game - Reconnaissance in Battle.

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The achievement will be awarded for fulfilling all of the following conditions:

  1. Accumulate spotting damage to enemy ships. Damage must be at least 20% of the nominal HP of all ships of the enemy team.
  2. Deal damage to enemy ships. Damage must be at least 5% of the total nominal HP of all enemy ships.

Testing of a unique pan-Asian commander begins. In Update 0.11.10, he will not have a special appearance or personalizations, as they will be added to the game later.

The Commander will have the following enhanced skills:

Aircraft carriers

  • Improved engine boost - bonus to the engine boost duration for squadrons: + 7.5%

Battleships

  • Emergency and Repair Specialist – Consumable cooldown for Damage Control Party and Repair party: -4%
  • Vigilance - Torpedo acquisition range: +35%

Cruisers and destroyers

  • Equipment Master – Consumable action time: +12.5%

The commander will also have the following talents:

  • Increased Combat Readiness. Activation condition - getting the achievement Reconnaissance in battle. Bonuses - main battery gun reload time and aircraft preparation time -20%. Works 1 time per battle.
  • Master of torpedo attacks. The activation condition is to hit enemy ships with torpedoes 6 times. Bonuses - speed of torpedoes + 5%, reload time of the "Torpedo Reload Booster" consumable - 25%, charges of the "Torpedo Reload Booster" consumable +1. Works 1 time per battle.
  • Emergency stocks. Activation condition - receiving 1,500,000 potential damage. Bonus - ship consumable reload time -6.5%. Can trigger multiple times per battle.

Please note that this commander is undergoing testing, during which the improved skills and talents may change. The final information will be published on the official portal of the game.

 

New content

Added to the game

  • Steam 5th Anniversary patch and background
  • Shinonome commemorative flag

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  • "5 Years on Steam" permanent camouflage for King George V. This camouflage was the winner of the player camouflage contest earlier this year. We thank all the players for participating in it!

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  • Expendable camouflage "5 years in the Microsoft Store"

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Details on how to obtain this content will be announced 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 7 Minuten, YabbaCoe sagte:

Commanders!

Based on testing results, we’re applying changes to Tokachi, Omono, Shimanto, Takahashi, Yodo, and Clausewitz.

 

Read more

 

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

 

 

Zitat
30.09.2022 14:00
  • Development Blog

Changes to Test Ships and Clausewitz — 0.11.9 Closed Testing

Based on testing results, we’re applying changes to Tokachi, Omono, Shimanto, Takahashi, Yodo, and Clausewitz.

 

VII Tokachi

  • Torpedo speed increased: 60 to 70 knots

VII Omono

  • Firing range of the stock Gun Fire Control module reduced: 16 to 14.6 km.

VIII Shimanto

  • Firing range of the stock Gun Fire Control module reduced: 16 to 15 km.
  • Maximum HE shell damage reduced: 2,500 to 2,350
  • Visibility from aircraft has been increased from 8.3 to 8.5 km.

IX Takahashi

  • Firing range of the stock Gun Fire Control module reduced: 16.4 to 15 km.
  • Maximum HE shell damage reduced: 2,500 to 2,350
  • Detectability range by air increased: 8.4 to 8.5 km.
  • Citadel damage recovered with Repair Party increased: 10% to 33%

X Yodo

  • Citadel damage recovered with Repair Party increased: 10% to 33%

  Clausewitz

  • Citadel damage recovered with Repair Party increased: 10% to 33%

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
03.10.2022 11:00
  • DEVELOPMENT BLOG

CHANGES TO THE RELEASE DATES FOR UPDATES 0.11.9 AND 0.11.10

Commanders!

To ensure the correct operation of the account transferring mechanism for players moving from the CIS server to the European server, both regions will have the release date of Update 0.11.9 changed:

  • On the CIS server, the update will begin on Thursday, October 6, 02:00 UTC
  • On the European server, the update will begin on Wednesday, October 5, 05:00 UTC

Likewise, the release date for Update 0.11.10 will also be changed. Starting from Update 0.11.11, the Update release schedule will revert to the standard one.

https://blog.worldofwarships.com/blog/375

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Vor 11 Minuten, YabbaCoe sagte:

Commanders!

 

Along with the release of Update 0.11.9 in our game, we’ve also updated the official website.

 

Read more

 

 

Zitat
07.10.2022 17:00
  • Development Blog

World of Warships website update — Update 0.11.9

Along with the release of Update 0.11.9 in our game, we’ve also updated the official website.

 

Now, the “Players” tab leads to a new page that is identical to the player profile view as it exists in the game client.

This change will allow you to quickly and conveniently see your own statistics or those of other players without having to open a separate menu in the game client.

 

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Vor 3 Minuten, YabbaCoe sagte:

Commanders!

Our game has taken an important step — submarines have appeared in Early Access.

Since the beginning of their development, we have made significant progress and done a lot of work to bring the new class to its current state.

With the release of submarines in Early Access, we also want to give answers to the most popular questions regarding the new ship type in our game.

 

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Zitat
11.10.2022 17:00
  • Development Blog

Submarines: your questions answered

Our game has taken an important step — submarines have appeared in Early Access. Since the beginning of their development, we have made significant progress and done a lot of work to bring the new class to its current state. We understand that it is impossible to make submarine gameplay suit everyone, but we strived to create a comfortable and understandable gameplay loop that will provide many players with a new and interesting experience. Of course, after the release of submarines, we will continue to work on this new class. However, as we have already stated, for the next few updates after 0.11.9, we are not planning any significant changes. This way, players can get used to the new class, submarines can find their place in the meta, and we can gather the most relevant and accurate statistics possible.

With the release of submarines in Early Access, we also want to give answers to the most popular questions regarding the new ship type in our game. 

 

Why are you adding submarines to the game?

The main purpose of adding submarines to the game is to diversify the game experience. 

Adding a new ship type is a very big step for the development of our game. To keep players happy and engaged for many years to come, our game has to constantly evolve and change. A continuous and regular flow of new content, new mechanics, and new gameplay introduces a wider variety of experiences and interactions between players — both of which are extremely important in a game like World of Warships.

The subs have come a long way in testing — almost three years since the concept was created. Finally, only about a year ago, subs were added to Random Battles, where we, based on your battles, brought them up to release-ready status. That's a long way to go for developing one ship type, and we needed to move on. Thus the next step is getting the submarines into early access. 

Of course, all this time we've been watching the perception of the new class as well, evaluating many parameters and metrics to make sure we're moving in the right direction. Players' perceptions of submarines varied, but different attitudes towards change are normal. Separately, we should note that the perception of submarines appeared to be significantly influenced by the fact of playing on them. Those who played at least a few battles on submarines better understood their gameplay, strengths, weaknesses, and overall effectiveness.

The chart below shows how the number of players who were against adding subs to the game permanently varied based on the number of battles played on the subs. 

The data is taken from Update 0.11.8 survey. In previous Updates, the values and their dynamics are on the same level:

  • First column: 0 battles played
  • Second column: 1-5 battles played
  • Third column: 6-25 battles played. 

4ftXJxCPXfTg9QeupQMEJHDWGHnurm0R0iyY1lxn.png

Why don't you add submarines only to a separate battle type?

Creating a ship type that is limited to only one battle type does not fulfill its main purpose — increasing the diversity of gameplay.

We want all ship types to be present in all battle types, including the main one for our game — Random battles. One of our key principles is that if a player has researched or purchased a ship, they should be able to play it in the types of battles they want to, with the exception of some temporary events and activities. That's why we tweaked subs for balance in our main battle type, rather than limiting them to any separate type. If a ship type is limited by only one battle type, it becomes not only less interesting, but also does not fulfill its main goal — increasing gameplay diversity. And this diversity, as mentioned, is a key factor for such live-service games as World of Warships. 

Shotgunning

At this point, shotgunning is not widespread. The individual player's experience plays a large role in the outcome of using this tactic, as well as their ability to anticipate the steps of the enemy and change their tactics in time. 

Certainly, we have seen various videos of experienced players using shotgunning effectively. However, such players have a significant impact on battles using other ship types as well, and can effectively implement various risky tactics. On average, there will be many factors in battle that prevent most players from effectively shotgunning enemy ships. In addition, over time, players will gain experience and better understand how to counter submarines, which will also make it more difficult to use this tactic. Therefore, we believe that in real battle this tactic, although applicable, will rarely pay off.

As we mentioned before, we are not planning any significant changes to submarine gameplay, their settings, or their interaction with other ship types for several updates after 0.11.9. If, however, after these updates are over, we see that shotgunning has become a widespread problem, we will address it as part of future changes to the new ship type.

ASW on Dutch cruisers, Leone, and Okhotnik 

Currently, we do not plan to add ASW on Leone and Okhotnik. Dutch cruisers, however, will receive depth charges.

As we once mentioned in the DevBlog, when creating models of premium ships, we use the following approach: If a ship was historically built to completion, we make her in-game model correspond to the real ship according to its status on a specific date to the best of our ability. In reality, Leone was not equipped with depth charge launchers or any other means of dropping depth charges. As for Okhotnik, she existed only on blueprints. We designed the ship as of 1917 according to the project, without any significant changes. And according to the project, the ship was not supposed to have ASW. That's why these ships have no depth charges in the game, and we have no plans to add them at the moment.

As for researchable Dutch cruisers — we plan to add depth charges on them. This will take some time since we need to update the models of these ships. Therefore, we are not ready to share the exact time when it will happen, but we'll surely inform you once we are ready.

How do you fight a submarine if you cannot deal damage to it?

Damage is just one of the ways to interact with the enemy. At the same time, ships are not always able to interact in this way with every possible target.

There are several options for interacting with a submarine. The first is inflicting damage. The vast majority of ships are equipped with depth charges or Depth Charge Airstrike. Submarines on the surface and at periscope depth can be damaged by shells, ship and aircraft torpedoes, bombs, and rockets. But if there is no direct way to do damage, it is worth relying on allied support and using other countermeasures. Many ships are equipped with Hydroacoustic Search which can detect a submarine at any depth. Subs can also be detected by Surveillance Radar, but only if they are surfaced. Via the signs of the submarine's presence — fuel spills and ping launch effects — you can determine the sub's approximate location, change position, and avoid its attack. After all, a submarine's dive capacity is limited, and sooner or later it will be forced to surface, becoming vulnerable. 

Why did you decide to keep nullification of sonar ping sectors via the use Damage Control Party? This consumable is already used for many tasks

When nullifying sonar pings, Damage Control Party is serving the same purpose as it does when fighting fires and floodings: by using it at the right time, you can avoid or mitigate damage. Therefore, we consider Damage Control Party to be an appropriate countermeasure. 

Instead of a submarine that pings the target, it could be, for example, a light cruiser that sets multiple fires on the target actively firing HE shells. This would "overload" the Damage Control Party to a similar extent. Yes, a submarine hits the target with a ping more often than a cruiser sets fires. However, there is no need to nullify the sector after each ping hits. You only need to do it when torpedoes are at a relatively close distance, so that you can evade them after nullifying the sector and avoid receiving damage.

ASW for Hybrids

As we already announced in the DevBlog, we plan to test Depth Charge Airstrike on the new US Hybrids branch.

We will closely monitor the progress of testing, and if the concept appears to not be excessively strong, we will consider adding Depth Charge Airstrike to hybrids already present in the game. 

At what distances do acoustic torpedoes stop homing? And are there any plans to change them? It's noticeably harder for destroyers to evade them.

The distance at which torpedoes stop homing depends on the type of the target ship, the Tier of the sub, and the number of sonar ping hits on the homing sector. On average, it ranges from a few hundred meters when homing at destroyers and submarines to 1.5-2 km when homing at battleships.

We have no plans to change these distances at this time. Even with the fact that homing cut-off distance for destroyers is short, their fast reloading of the Damage Control Party and their high maneuverability allow them to evade acoustic torpedoes.  

Why was the guaranteed acquisition for subs removed?

An accidental encounter with an enemy submarine at such close range prevented the submarine from performing its main gameplay feature — attacking from unusual positions.

It was impossible to destroy the enemy quickly at this distance because of the torpedo arming range. It was also impossible to quickly get out of the fight due to the limited maneuverability of submarines. As a result, two options were left: either ram the enemy submarine or wait for help from allies. So it was decided to disable the guaranteed detection.

At the moment, we are satisfied with the way submarines interact with each other. The only problem left to be solved is the "blind" collision of submarines underwater. We are working to find a solution, but for now we do not plan to bring back guaranteed acquisition for submarines. 

Why does it take so many depth charges to destroy submarines?

Depth charges do not always inflict the same damage to a submarine.

It is worth remembering that sometimes depth charges can just cover a submarine with light splash damage. In that case, more hits will be needed to destroy the submarine. In Update 0.11.9, we have added special ribbons to show how many depth charges caused full damage and how many caused partial damage, so that you can better evaluate the effectiveness of an attack.

In addition, as with other armament types, with depth charges there is an option to avoid some of the damage for the target, so as to not go to Port after two successful hits with depth charges. To do this, the submarine can execute a maneuver, submerge deeper, or, conversely, surface so that the depth charge only hits with the splash radius and does partial damage. 

Nevertheless, within the changes made not so long ago, Depth Charge Airstrike had the number of depth charges per payload reduced, but their individual damage increased. We will evaluate the possibility of reducing the number and increasing the effectiveness of the ship-mounted depth charges, just like we did with Depth Charge Airstrike.

How does damage from ship-dropped depth charges and ASW Airstrikes change with distance? At what depth do depth charges explode?

The farther the distance from the depth charge detonation point, the less damage the sub receives. 

The splash zone for depth charges is a sphere with a certain radius. Both types of depth charges have a splash zone that covers the entire traversable depth of the sea, but the ship-mounted depth charges have a radius twice as big, which makes the splash zone wider.

The damage inflicted on a submarine depends on the distance to the center of that sphere — the point at which the depth charge explodes — as well as the type of depth charge. If it explodes near a submarine, it does full damage. If the charge explodes farther away, the submarine receives incomplete damage. For ship-mounted depth charges, it is always 33%. In the case of Airstrike charges, it can be 50% or 0% (if the submarine is at the very edge of the splash area) In this case, the submarine will only receive the flooding status, and with a certain probability — critical module damage. 

The depth at which charges explode, the speed at which they "sink", and the time before they explode differ between ship-mounted and Airstrike depth charges. Depth Charge Airstrike charges are slower to submerge and faster to explode. Ship-mounted depth charges submerge faster and explode after a longer time has passed.

Do you plan to increase the efficiency of destroyers against submarines? Could they have a choice between Depth Charge Airstrike and ship-mounted depth charges?

There are no such plans at this time.

The relative damage score (the fraction of the enemy ship's maximum HP that you inflicted on the enemy) to subs is about the same for destroyers, cruisers, and battleships.

Changing the type of ASW armament on destroyers is also not planned. Yes, Depth Charge Airstrike is indeed easier to use, as it can be launched from a distance, and with a stable frequency over the course of the battle. To effectively hit a submarine with ship-mounted depth charges, you need to get as close as possible to the target, which makes this type of armament more situational. However, ship-mounted depth charges make up for this with higher "accuracy", power, and the ability to do a higher amount of damage in a single drop. And if you look at the data for the entire battle, both of these types of ASW weapons are close in effectiveness. In addition, the presence of depth charges on destroyers is due to the balance and gameplay needs, and, additionally, the image of a destroyer dropping depth charges on subs is exactly what submarine hunting is associated with in reality.

How do you plan to solve the skill gap problem of different submarine players? 

Currently, the difference in skill among submarine players is on par with the rest of the ship types.

Skill differences between players become an issue when there is a significant gap between the battle efficiency metrics of different player cohorts. In the case of submarines, the difference in skill across player cohorts is on par with the rest of the ship types. As an example, let's compare the difference in winrate between different player cohorts on submarines and destroyers, the closest ship type to submarines in terms of gameplay.

The graphs show the increase in winrate on submarines for different cohorts of players: 

  • Blank (0%) - players with an account winrate lower than 47%
  • Orange - players with an account winrate of 47-51%
  • Green - players with an account winrate of 52-56%
  • Purple - players with an account winrate above 57%. 

As an example let's compare Tier VIII and X submarines with three most popular destroyers at these tiers.

Tier VIII - Destroyers

naOAnO4sxGL0XZ0N2rCtOUjbmiJgge54EUVdEtvA.png

Tier VIII - Submarines

aeirB4F48f0IUAc50GHasOjxZGjog007dSMQddsa.png

Tier X - Destroyers

yAVCCihZdVUUvwXam8xwyz7w50RmQFEBmmnWi0kq.png

Tier X - submarines

qb89mKhMCiNt1Ae3Rc9yWX01zr5pdpPiW1Td1KUF.png

Why don't homing torpedoes have dispersion?

In fact, acoustic torpedoes do have dispersion. It may seem to be absent, but this is because submarine torpedoes are launched one at a time, like on British ships. Also, these torpedoes cluster because they home in towards a certain small part of the ship, marked by a sector, rather than at the whole ship.

If we are talking about all acoustic torpedoes being too compact, and if all or most of the torpedoes hit the target on a successful launch, this is indeed true. However, this "density" of torpedoes has a downside. In the case of an inaccurate launch, a timely nulification of the homing sector, or just a simple maneuver, there is a high probability of avoiding all the torpedoes at once. Besides, each ship part has its own HP pool. If it runs out, that ship part takes less damage. Accordingly, even if the torpedoes hit the target, subsequent hits to that part of the ship will cause less damage if the HP of that part is depleted.

Are there plans to reduce the speed of subs?

There are no plans for this. At the moment, we are happy with their speed.

The submarines' lower speed combined with their not-so-high weapons range would make the gameplay of the new class boring and reduce their effectiveness. Much of the time in combat, a submarine would not engage the enemy and would have fewer opportunities to retreat or change the direction of attack.

Are there plans to make balance changes to ships based on the strength of ASW armament?

Yes. ASW, as well as AA, main battery reload time, etc. are some of the parameters by which ships can be balanced. Recently, we unified Depth Charge Airstrike for all cruisers and battleships equipped with this armament. Not only will this make it easier for us to adjust Depth Charge Airstrike in the future, but it will also make it easier to balance ships by this parameter.

Why do surfaced subs take damage from depth charges while the rest of the ships do not?

This is a gameplay assumption.

At one stage of testing, ASW was used by surface ships against each other to do damage. However, we wanted the ASW weapons to only be used against submarines. That's why we disabled that option. However, this does not mean that we have completely abandoned it and will probably return to it in the future, but with several tweaks. 

Why don't you add AA to submarines?

At the moment, submarines, don't have the need for AA armament. 

Submarines could have very limited AA armament mounted, which would be ineffective. In addition, it is important for a submarine to remain undetected in order to play effectively. And to shoot down planes, the sub would have to surface, becoming detected and therefore vulnerable

The detectability range of subs by air is small, averaging 2 km, so the submarine can easily avoid interacting with aircraft. If detected, submarines' primary defense is to submerge, as aircraft cannot detect submarines at maximum depth. 

Because of these factors, submarines don't need to rely on AA to defend themselves from aircraft. Nevertheless, if the need for AA armament on submarines should arise, we will return to this case.

 

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Vor 1 Stunde, YabbaCoe sagte:

Commanders!

Changes to prime times and cross-server mechanics will be implemented for Naval Battle and the 19th season of Clan Battles.

 

Read more

 

 

Zitat
14.10.2022 14:00
  • Development Blog

Changes to cross-server Clan activities

Changes to prime times and cross-server mechanics will be implemented for Naval Battle and the 19th season of Clan Battles.

 

As we talked about at an earlier date, Wargaming has ceased operations in Russia and Belarus, with Lesta Games taking over the game’s operation in those territories.

Due to this shift, starting with the 19th season of Clan Battles, cross-server matchmaking will be disabled for those playing in the RU region.

As a result, players in the NA, EU, and Asia regions will experience the following:

  • Starting from Season 19, players will not encounter teams from the RU region in Clan Battles.
  • In Clan Battles, the prime time of the RU region will not be available (16:00 - 20:00 UTC).
  • The prime times of the EU, NA, and Asia regions remain unchanged.
  • Statistics in the Leaderboard and the Hall of Fame for completed seasons will remain unchanged.
  • Starting from Season 19, the Hall of Fame and the Rating Table will not contain clan statistics from the RU.
  • Starting from October 17, only clans from the EU, NA, and Asia regions will participate in Naval Battle.

 

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Vor 4 Minuten, YabbaCoe sagte:

Commanders!

 

Due to technical issues that caused unavailability of ASW armament on the second stage of Brawls in 0.11.9, submarines are temporarily removed from Brawls in 0.11.9 until the issue is fixed.

 

We will update you once the fix is deployed and we apologize for the inconvenience.

 

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Vor 28 Minuten, YabbaCoe sagte:

Commanders!

 

Based on testing results, we’re applying changes to Tromp, British submarines, Omono, and Renown '44.

 

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
18.10.2022 14:00
  • Development Blog

Changes to Test Ships — 0.11.10 Closed Test

Based on testing results, we’re applying changes to Tromp, British submarines, Omono, and Renown '44.

 

X Tromp

  • HE Bomb Airstrike range increased: 8 to 10 km
  • Torpedo range increased: 10 to 12 km
  • Main battery reload time reduced: 5.5 to 5.2 s

VI Undine

  • Stock torpedoes changed:
    • Range increased: 7 to 9 km
    • Maximum damage increased: 4,630 to 5,700
    • Chance to cause flooding reduced: 77 to 29%
  • Researchable torpedoes changed:
    • Range increased: 8 to 10 km
    • Maximum damage increased: 4,630 tо 6,267
    • Chance to cause flooding reduced: 77 to 32%

VIII Sturdy

  • Stock torpedoes changed:
    • Range increased: 8 to 10 km
    • Maximum damage increased: 4,630 tо 6,267
    • Chance to cause flooding reduced: 77 to 32%
  • Researchable torpedoes changed:
    • Range increased: 9 to 11 km
    • Maximum damage increased: 4,630 to 6,800
    • Chance to cause flooding reduced: 77 to 36%

X Thrasher

  • Stock torpedoes changed:
    • Range increased: 9 to 11 km
    • Maximum damage increased: 4,630 to 6,800
    • Chance to cause flooding reduced: 77 to 36%
  • Researchable torpedoes changed:
    • Range increased: 10 to 12 km
    • Maximum damage increased: 5167 to 7833
    • Chance to cause flooding reduced: 77 to 42%

VII Renown '44

  • Armor thickness of fore- and aft-ends plating and deck increased: 16 to 26 mm
  • Sigma parameter for main battery guns increased: 1.8 to 2.0
  • Dispersion radius of main battery shells increased by approximately 20% — in line with most battleships at the tier
  • Main battery reload time increased: 25 tо 27 s
  • Torpedo range increased: 8 to 10 km

 

VII Omono

  • HE shell parameters changed:
    • Armor penetration capabilities reduced: 31 to 26 mm
    • Maximum damage reduced: 2,600 to 2,450

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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Commanders!

We're applying balance changes to the following ships based on an analysis of both their combat statistics as well as player feedback: Ryūjō, Renown, Monarch, and Lion. The changes will be applied on the Public Test for Update 0.11.10. Additionally, based on testing results, we’re applying changes to the unreleased ship Sekiryu.

 

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
19.10.2022 14:00
  • Development Blog

Balance Changes — Public Test 0.11.10

We're applying balance changes to the following ships based on an analysis of both their combat statistics as well as player feedback: Ryūjō, Renown, Monarch, and Lion. The changes will be applied on the Public Test for Update 0.11.10. Additionally, based on testing results, we’re applying changes to the unreleased ship Sekiryu.

 

VI Ryūjō

  • Torpedoes used by the researchable torpedo bombers has been replaced with one similar to the one used by the base torpedo bombers.

VI Renown

  • Main battery reload time reduced: 27 to 26 s.

VIII Monarch

  • Main battery firing range increased: 19.1 to 19.6 km.
  • Sigma value increased: 1.8 to 1.85.

IX Lion

  • Main battery firing range increased: 20.7 to 21.1 km.
  • Sigma value increased: 1.8 to 1.85.
  • Main battery reload time reduced: 30 to 29 s.

  Sekiryu

  • Patrol Fighter range increased: 3.5 to 4 km.
  • Patrol Fighter arrival time after activation reduced: 6 to 3 s.

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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Commanders!

We’ve noticed the recent buzz around the new Battle Pass feature available in the 0.11.10 Public Test. We would like to share more details about the changes that come with it.

 

Read more

 

Please, remember, this is an example of how the Base Pass rewards might look — Details might be a bit different from update to update, especially in regards to the seasonal reward. But we plan to maintain the overall value of rewards no lower than they are in the current system.

 

 

Zitat
19.10.2022 17:00
  • Development Blog

Battle Pass rewards — 0.11.10 Public Test

We’ve noticed the recent buzz around the new Battle Pass feature available in the 0.11.10 Public Test. We would like to share more details about the changes that come with it.

 

But first of all, we would like to apologize for the incorrect information published in the 0.11.10 Bulletin and the dedicated devblog post. Today, we aim to clarify the situation with Battle Pass — specifically, the Free Pass (the free track of the Battle Pass). Due to the Battle Pass’ structural overhaul of the rewards system (from daily/weekly/monthly combat missions to the new progress bars), it’s not possible to fully recreate the exact rhythm of reward distribution or the contents of the rewards themselves. For example, rewarding Ship XP for completing Battle Pass levels wouldn't be feasible in the new format.

Also, we would like to remind you that the conditions and rewards present in the Public Test as well as the naming might be different from those that will end up on the main server. As a notable example, in the first stage of the 0.11.10 Public test, one Battle Pass level cost 10,000 doubloons. This was done solely for testing purposes: we wanted to make it difficult to completely buy-out the whole progress bar so that we could test mission progression. Levels will cost much less on the main server (for example, 625 doubloons in 0.11.10). 

Below you can find more details about the Base Pass rewards and some other changes.

Combat mission changes

There are changes planned to the requirements of the first and third missions in daily chains, as well as to weekly combat missions chains:

Daily combat missions requirements
Mission № Before After
1 250 base XP in one battle 300 base XP
2 500 base XP 500 base XP
3 1,000 base XP in victorious battles 1,000 base XP
4 1,100 base XP in victorious battles 1,100 base XP in victorious battles
5 1,200 base XP in victorious battles 1,200 base XP in victorious battles
6 1,300 base XP in victorious battles 1,300 base XP in victorious battles

 

The new combat mission chain requires noticeably less base XP in victorious battles and requires base XP in exchange. 

Weekly combat missions requirements
Mission № Before Mission # After
1.1 - Easy chain 2,500 base XP in victorious battles 1 2,000 base XP
1.2 - Easy chain 2,500 base XP in victorious battles 2 3,000 base XP
1.3 - Easy chain 2,500 base XP in victorious battles 3 4,000 base XP 
2.1 - Hard chain 5,000 base XP in victorious battles 4 5,000 base XP in victorious battles
2.2 - Hard chain 5,000 base XP in victorious battles 5 6,000 base XP in victorious battles
2.3 - Hard chain 5,000 base XP in victorious battles 6 7,000 base XP in victorious battles
2.4 - Hard chain 5,000 base XP in victorious battles -
2.5 - Hard chain 5,000 base XP in victorious battles
Overall 25,000 base XP in victorious battles (for the second chain) 18 000 base XP in victorious battles + 9 000 base XP *

*The new combat mission chain requires noticeably less base XP in victorious battles. So, for example, completing the chain in Random battles with winrate of 77% and lower it will be easier to get all the available rewards. 

Rewards redistribution

The order in which you get the rewards has changed. This is easiest to illustrate with an example of steel and coal. 

In the current system, in order to get all the available steel and coal you need to complete every single daily mission of the month. So in the best-case scenario, you need to play at least 6 battles each day, every day.

In the new system, steel and coal are located in the Free Pass and don't require you to complete every single mission. As an example, for a 4-week-long update, you will need to reach 38th Battle Pass level to get all the steel and coal. In other words, you need 370 points.

You can earn:

  • 10 points for completing a full daily mission chain;
  • 80 points for completing a weekly chain.

So, to achieve these 370 points you could, for example, complete 3 weekly chains (240 points) and 13 full daily chains (130 points). 

Moreover, now Research Points are also credited to players who haven't even gained access to the Research Bureau yet — they are stored in their account until the feature becomes available to them.

Post-progression

One easily overlooked topic when comparing Battle Pass rewards with the current system is rewards for the progress after completing the last level. 

Completion of all daily and weekly missions is not required for getting all the rewards from the Free Pass, so it is possible to have a so-called "post-progression" – when you complete missions after having unlocked all the rewards from the Free Pass, you get special fixed rewards for each additional obtained level. For example, in 0.11.10, the reward for each additional level after completing the last one is planned to be a More Signals container and a Common Bonuses container. So, for a standard 4-week long update, if you complete all daily and weekly chains, you will be able to get 600 points, which will result in 21 post-progression levels, so 21 More Signals containers and 21 Common Bonuses containers on top of the rewards from the progress bar. 

Example of rewards

The table below describes an example composition of the Base Pass for a 4-week update. 

Spoiler

Position on track

Rewards

1 -
2 3 More Signals container
3 -
4 5 Common Bonuses container
5 3 Special Bonuses container
6 -
7 5,000 Free XP
8 10,000 Elite XP
9 -
10

1 slot

100,000 credits

11 -
12 5 More Signals containers
13 5 Special Bonuses container
14 -
15 3,000 Coal
16 300 Research points
17 -
18 300 Steel
19 -
20

1 slot

200,000 credits

21 -
22 9 More Signals containers
23 3 Rare Bonuses containers
24 -
25

4,000 Coal

26 400 Research points
27 -
28 400 Steel
29 -
30

1 slot

300,000 credits

31 -
32 12 More Signals containers
33 5 Rare Bonuses containers
34 -
35 5,000 coal
36 500 Research points
37 -
38 500 Steel
39 400 000 credits
40

7 Rare Bonuses containers

Special reward

Each level of post-progression

(20 possible in total)

1 More Signals container

1 Common Bonsues container

 

 Base Pass rewards

Overall rewards including post-progression are:

  • 50 More signals container (21 from post-progression). On average it will give 17 more signals for a 4-week long Battle Pass then the current system.
  • 1,000,000 credits
  • 26 Common Bonuses containers (21 from post-progression)
  • 12,000 coal
  • 3 slots
  • 8 Special Bonuses containers
  • 1,200 Research points
  • 1,200 Steel
  • 15 Rare Bonuses containers
  • 5,000 Free XP
  • 10,000 Elite XP
  • Special reward

"Special reward" is an additional reward item, which might be related to the current update. For example, we plan to put 5 standard Black Friday containers as a special reward in 0.11.10. 

The total value of rewards — besides the special reward — is similar to that of the current system and paired with the special reward it will be higher. 

Please, remember, this is an example of how the Free Pass rewards might look — Details might be a bit different from update to update, especially in regards to the special reward. But we plan to maintain the overall value of rewards no lower than they are in the current system.

 

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lrSqcZhX0CnHwIzsDt1-QjMR7vrT3cPbo5PVoqQC

 

 

Riot Games Bought Wargaming Sydney

 

 

Source: WOT Express / TAP

 

Riot Games bought Wargaming Sydney – the studio helped with the development of World of Tanks PC.

 
 

The studio will be renamed Riot Sydney and will support the ongoing development of existing Riot games.

 

Video game developer and publisher Riot Games have announced the acquisition of Wargaming Sydney(f09f87a6f09f87ba.png?w=656&ssl=1Australia)

Wargaming Sydney is one of the largest gaming studios in Australia, formed under its original name BigWorld back in 2002. The studio created the game development tools and other software architecture needed to develop online games such as MMOs. Following the acquisition by Riot, Wargaming Sydney will be renamed Riot Sydney and will help develop Riot games such as Valorant and League of Legends.

* This division of WG was known for creating BigWorld Technology, a widely used MMO engine. Allowed the studio to get into the Guinness Book of Records when there were 250 thousand players on one server at the same time.

Wargaming Sydney is the only company being acquired by Riot Games, with other studios under the Wargaming name not affected by the acquisition. Wargaming will also retain ownership of the BigWorld Technology gaming software architecture for its existing games.

Riot says the rebranded Riot Sydney will be a key member of its network of development studios. The publisher said in a press statement that it “looks forward to the growth of the gaming industry in f09f87a6f09f87ba.png?w=656&ssl=1Australia” and “will continue to explore similar opportunities to add experienced talent from veteran studios”. The entire Wargaming Sydney development staff will join Riot Sydney, while the current publishing team will remain part of Wargaming. The development staff will continue to work in their current offices.

“We are thrilled to bring these talented developers and teams to Riot,
” said Marc Merrill, co-founder, and president of Riot Games, in a press release.
“Riot players who have worked with members of the Sydney team have confidence not only in the technology that has been built over the years, but more importantly in the people who created it.”

“We have been working at Wargaming for over 10 years, and during this time the studio has become a real titan of the industry,” comments Naz (Naresh Hirani, Head of Development at Riot Sydney).
“Cooperating with Riot, we made sure that our values are fully aligned, and we will be happy to contribute to the development of the company’s projects. Our entire team is thrilled to be able to bring amazing new products to players with Riot.”

 
 
 
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Vor 4 Minuten, YabbaCoe sagte:

Commanders!

Based on testing results, we’re applying changes to Japanese light cruisers, Tromp, Renown ’44, Thrasher, and Hector.

 

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
28.10.2022 14:00
  • Development Blog

Changes to Test Ships – 0.11.10 Closed Testing

Based on testing results, we’re applying changes to Japanese light cruisers, Tromp, Renown ’44, Thrasher, and Hector.

 

Japanese cruiser Omono, Tier VII

  • Main battery reload time increased: 12.5 to 13 s.
  • Maximum torpedo damage reduced: 23,767 to 20,967

Japanese cruiser Shimanto, Tier VIII

  • Main battery reload time increased: 14 to 15 s.
  • Maximum torpedo damage reduced: 23,767 to 20,967

Japanese cruiser Takahashi, Tier IX

  • Main battery reload time increased: 14 to 15 s.
  • Maximum torpedo damage reduced: 23,767 to 20,967

Japanese cruiser Yodo, Tier X

  • Torpedo tubes reload speed reduced: 120 to 100 s.
  • Torpedo speed increased: 57 to 60 kt.

Dutch Destroyer Tromp, Tier X

  • Main battery 180° traverse time reduced: 18 to 15 s.
  • The Engine Boost consumable has been replaced with the Emergency Engine Power consumable, with the following characteristics:
    • Speed bonus: +25%
    • Action time: 60 s
    • Cooldown: 100 s.
    • Charges: 4
  • The Defensive AA Fire consumable has been moved to a separate slot

British battleship Renown ’44, Tier VII

  • Secondary battery reload time reduced: 5 to 3 s.
  • Secondary battery accuracy increased

British submarine Thrasher, Tier X

  • Main battery accuracy increased

Commonwealth cruiser Hector, Tier IX

  • Turning circle radium increased: 690 to 760 m.

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
30.10.2022 18:00
  • Development Blog

Clan Battles Season 19 Details – 0.11.10 Closed Testing

We’re ready to share the maps on which battles in the 19th season of Clan Battles will unfold.

 

From 9 November until 15 January, Season 19 of Clan Battles—code name: Barracuda—will take place in a 7 vs. 7 format with Tier X ships.

Battles will be held in the Domination mode on the following maps:

  • North
  • Hotspot
  • Land of Fire
  • Sea of Fortune
  • Warrior’s Path
  • Loop
  • Sleeping Giant

8ahoe10mNhVMMgowOGX8vsGhnJazW6vgf8nNiFgG.jpgtMEXwYFc9e0RLWUA0QRkY5RjGQtotJi0A1YOtVv8.jpgQAW0gQIYxwe5tBRwAr3z2ssz2Qz5LsvYzkIE1R7y.jpgQdeT0ayutGmtMoGpLfnWSvBJBfBXpjZ76r8T78Vq.jpgSgCfEJ7u10fLqE8J2j9o2CWmo8XuxdEI9rPxiCwQ.jpgr4bymhgJ7Gs2VpvoE4YinGOrdoYvhn0SfKJqUmSa.jpgeDuLZ0MyS3QgkU4nZheVn7A9k6qJ83sQ7axXiRaV.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 50 Minuten, YabbaCoe sagte:

Commanders!

Closed testing of researchable Soviet submarines S-1, L-20, and K-1 will begin in Update 0.11.10

 

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
31.10.2022 13:00
  • Development Blog

Soviet Submarines — Closed Testing 0.11.10

Closed testing of researchable Soviet submarines S-1, L-20, and K-1 will begin in Update 0.11.10

 

The main role of the new branch in battle is to counter other submarines. Soviet submarines' torpedoes have low damage and long reload time, but good range and speed. The number of loaders allows only part of the bow and stern torpedo tubes to be reloaded simultaneously similar to how it works on the American submarines. These torpedo characteristics do not allow for high damage per torpedo salvo, so they are less effective against targets with good torpedo protection and good HP pools.

In addition to torpedoes, all submarines in the branch have a player-controlled main battery. It has a low range and number of guns, so it is most often used in combat with other submarines or with ships that have low remaining hit points. Only SAP shells are available. 

The new submarines have an average dive capacity and low recharge rate. They also have a mediocre concealment, which is compensated for by a good speed on the surface. 

The consumables of the new subs are represented by the standard submarine Damage Control Party with a limited number of charges and Hydrophone. The Submarine Surveillance consumable is also present with special settings - it has a longer range and shorter preparation time, but its action time is reduced.

Please note that these settings are preliminary and may change multiple times during testing

Soviet submarine S-1, Tier VI

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A series IX “Medium” type submarine intended for operating in oceanic conditions. It had a fairly powerful armament for its size, which included six torpedo tubes — four on the bow and two on the stern.

Spoiler

Soviet submarine S-1, tier VI

Hit points – 11500. Plating - 16 mm.
Dive capacity 210 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 0,8 units/s.
Main battery - 1x1 100 mm. Firing range - 6.0 km.
Maximum SAP shell damage - 2200. SAP shell armor penetration - 29 mm. SAP initial velocity - 804 m/s.
Reload time - 5.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 60 m. Sigma – 2.00.

Sonar:
Reload time 6.5 s; Duration of a ping effect on a highlighted sector -  25.0 s, double highlighted sector - 50.0 s; Ping velocity 500; Maximum range 7.0 km
Torpedo tubes - 6x1 533 mm.
Maximum damage - 5167. Range - 7.0 km. Speed - 75 kt. Reload time - 42 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 2.0 km.

Alternative torpedo:
Maximum damage - 8367. Range - 10.0 km. Speed - 62 kt. Reload time - 42 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.7 km.
Number of stern torpedo tube loaders 1.Number of bow torpedo tube loaders 2.

Maximum speed - 31.0 kt. Turning circle radius - 530 m. Rudder shift time – 5.2 s. Surface detectability – 6.0 km. Air detectability – 2.1 km. Detectability after firing main guns in smoke  – 2.0 km.
Available consumables:

  • 1 slot - Damage Control Party (Duration time 15 s; Reload time 60 s; Charges 3)
  • 2 slot - Hydrophone (Duration time 30 s; Ship bearing distance 7.0 km; Interval between pings 6 s; Reload time 80 s; Equipment is unlimited)
  • 3 slot - Submarine Surveillance (Duration time 20 s; Submarine spotting range at maximum depth 7.0 km; Preparation time at the beginning of the battle 290 s; Reload time 80 s; Equipment is unlimited)

Soviet submarine L-20, Tier VIII

4gRUg8gZTC1SZN2Wr8vUjESvQmResu2MypHZbA38.jpg

Part of the latest series of “Leninets” type underwater minelayers (series XIII-38), sporting eight torpedo tubes.

Spoiler

Soviet submarine L-20, tier VIII

Hit points – 14500. Plating - 19 mm.
Dive capacity 240 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 0,8 units/s.
Main battery - 1x1 100 mm. Firing range - 6.0 km.
Maximum SAP shell damage - 2200. SAP shell armor penetration - 29 mm. SAP initial velocity - 804 m/s.
Reload time - 5.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 60 m. Sigma – 2.00.

Sonar:
Reload time 6.5 s; Duration of a ping effect on a highlighted sector -  25.0 s, double highlighted sector - 55.0 s; Ping velocity 500; Maximum range 9.0 km
Torpedo tubes - 8x1 533 mm.
Maximum damage - 5167. Range - 9.0 km. Speed - 75 kt. Reload time - 42 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 2.0 km.

Alternative torpedo:
Maximum damage - 9867. Range - 11.0 km. Speed - 65 kt. Reload time - 42 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.7 km.
Number of stern torpedo tube loaders 1.Number of bow torpedo tube loaders 2.

Maximum speed - 28.0 kt. Turning circle radius - 580 m. Rudder shift time – 5.8 s. Surface detectability – 6.0 km. Air detectability – 2.2 km. Detectability after firing main guns in smoke  – 2.0 km.
Available consumables:

  • 1 slot - Damage Control Party (Duration time 15 s; Reload time 60 s; Charges 3)
  • 2 slot - Hydrophone (Duration time 30 s; Ship bearing distance 7.0 km; Interval between pings 6 s; Reload time 80 s; Equipment is unlimited)
  • 3 slot - Submarine Surveillance (Duration time 25 s; Submarine spotting range at maximum depth 9.0 km; Preparation time at the beginning of the battle 290 s; Reload time 80 s; Equipment is unlimited)

Soviet submarine K-1, Tier X

HwpESJH2QuRoRW99XulEmHt5F0LZSkNhuXNainlx.jpg

A large “Cruiser” type submarine belonging to series XIV. It was designed for engaging in joint operations with surface ships, as well as for long-range commerce raiding. It was armed with ten torpedo tubes and could achieve a high surface speed.

 
Spoiler

Soviet submarine K-1, tier X

Hit points – 19000. Plating - 19 mm.
Dive capacity 250 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 0,8 units/s.
Main battery - 2x1 100 mm. Firing range - 6.0 km.
Maximum SAP shell damage - 2200. SAP shell armor penetration - 29 mm. SAP initial velocity - 804 m/s.
Reload time - 5.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 60 m. Sigma – 2.00.

Sonar:
Reload time 6.0 s; Duration of a ping effect on a highlighted sector -  25.0 s, double highlighted sector - 65.0 s; Ping velocity 500; Maximum range 10.0 km
Torpedo tubes - 10x1 533 mm.
Maximum damage - 5167. Range - 10.0 km. Speed - 78 kt. Reload time - 54 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 2.1 km.

Alternative torpedo:
Maximum damage - 10800. Range - 12.0 km. Speed - 69 kt. Reload time - 54 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.8 km.
Number of stern torpedo tube loaders 4.Number of bow torpedo tube loaders 6.

Maximum speed - 37.0 kt. Turning circle radius - 680 m. Rudder shift time – 6.8 s. Surface detectability – 6.1 km. Air detectability – 2.2 km. Detectability after firing main guns in smoke  – 2.0 km.
Available consumables:

  • 1 slot - Damage Control Party (Duration time 15 s; Reload time 60 s; Charges 3)
  • 2 slot - Hydrophone (Duration time 30 s; Ship bearing distance 7.0 km; Interval between pings 6 s; Reload time 80 s; Equipment is unlimited)
  • 3 slot - Submarine Surveillance (Duration time 30 s; Submarine spotting range at maximum depth 10.0 km; Preparation time at the beginning of the battle 290 s; Reload time 80 s; Equipment is unlimited)

 

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.

:Smile_facepalm::Smile_facepalm:

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Zitat
02.11.2022 19:00
  • Development Blog

Dupleix and Z-42 — Closed Testing 0.11.11

French cruiser Dupleix and German destroyer Z-42 have been added to the game for testing.

 

French cruiser Dupleix, Tier VI

SmziT262f21aVkGcGSNMMi9k0m0jVS9ru93VK0vT.jpg

 

Suffren-class heavy cruiser that differed from her sisterships in her armor scheme, which incorporated an internal armor belt. A typical “Treaty” cruiser, heavy gunnery was favored over strong protection.

The ship is armed with eight 203 mm main battery guns placed in four turrets, and a torpedo armament comparable to that found aboard the researchable French heavy cruisers. Her main battery’s low fire rate is compensated by its long range and turret traverse speed, as well as the availability of the Main Battery Reload Booster consumable.

Dupleix has a sizeable HP pool, but a vulnerable citadel, and mediocre concealment and armor. She is at her finest when engaging in mid- and long-distance gunfights, and her torpedoes can get her out of sticky situations at close range. The ship’s good maneuverability and her improved Engine Boost consumable can work in unison to help in quickly changing flanks or swiftly coming to the aid of allied ships.

Her wide range of consumables includes the aforementioned Engine Boost which increases the ship’s speed by 15%, a choice between Hydroacoustic Search or Defensive AA Fire, Fighter, and Main Battery Reload Booster.

Spoiler

French cruiser Dupleix, Tier VI

Hit points – 34900. Plating – 16 mm. Fires duration: 30 s. Torpedo protection – 10%.
Main battery – 4x2 203 mm. Firing range – 16.9 km.
Maximum HE shell damage – 2800. HE shell armor penetration – 34 mm. Chance to cause fire – 15%. HE initial velocity – 850 m/s.
Maximum AP shell damage – 4800. AP initial velocity – 820 m/s.
Reload time – 15.0 s. 180 degree turn time – 25.7 s. Maximum dispersion – 150 m. Sigma – 2.00.

Airstrike (DC):
Reload time – 30.0 s. Available flights – 1. Number of Aircraft in Attacking Flight – 1. Maximum range – 6.0 km. Number of Bombs in Payload – 1. Maximum bomb damage – 3400.

Torpedo tubes – 2x3 550 mm:
Maximum damage – 14833. Range – 9.0 km. Speed – 60 kt. Reload time – 90 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.

Secondary Armament:

  • 4x2 90.0 mm, range  – 5.6 km.
  • Maximum HE shell damage – 1300. Chance to cause fire – 5%. HE initial velocity – 850 m/s

AA defense: 4x2 37.0 mm., 1x1 37.0 mm., 4x2 90.0 mm., 2x4 13.2 mm., 2x1 13.2 mm.

  • AA defense short-range: continuous damage per second – 53, hit probability – 85 %, action zone – 1.5 km;
  • AA defense mid-range: continuous damage per second – 32, hit probability – 90 %, action zone – 3.0 km;
  • AA defense long-range: continuous damage per second – 32, hit probability – 90 %, action zone – 4.6 km;
  • Number of explosions in a salvo – 1, damage within an explosion – 980, action zone 3.5 – 4.6 km.

Maximum speed – 32.0 kt. Turning circle radius – 700 m. Rudder shift time – 9.5 s. Surface detectability – 12.1 km. Air detectability – 6.4 km. Detectability after firing main guns in smoke  – 7.1 km.

Available consumables:

  • 1 slot – Damage Control Party.
  • 2 slot – Hydroacoustic Search / Defensive AA Fire.
  • 3 slot – Engine Boost (Duration time – 180 s; Maximum speed +15%; Reload time – 90 s; Charges – 3).
  • 4 slot – Fighter.
  • 5 slot – Main Battery Reload Booster (Duration time – 15 s; Main battery recharge time -50%; Reload time – 120 s; Charges – 4)

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

Zitat

German destroyer Z-42, Tier X

vgb8DozlhB8v4sC0R5FiI5WlDM814uw0NMB3wqzl.jpg

A variant of the Type 1936B destroyer class fielded by the Kriegsmarine. Unlike her sisterships, Z-42’s main battery is composed of dual-purpose guns, which are spread between five twin 105 mm mounts.

In terms of gameplay, Z-42 is reminiscent of Harugumo due to her quick-firing guns with increased armor penetration and good AP shell damage. She is quite capable of countering enemy destroyers and supporting allies with covering fire.

Her torpedo armament is represented by two four-tube torpedo launchers with average characteristics for the Tier. The ship’s small HP pool is offset by her good concealment and speed.

As far as consumables, Z-42 has access to a Short-Burst Smoke Generator with a short action time but large number of charges, Engine Boost, and Hydroacoustic Search with improved action time and acquisition range.

Spoiler

German destroyer Z-42, Tier X

Hit points – 19700. Plating – 19 mm.
Main battery – 5x2 105 mm. Firing range – 12.6 km.
Maximum HE shell damage – 1200. HE shell armor penetration – 26 mm. Chance to cause fire – 5%. HE initial velocity – 900 m/s.
Maximum AP shell damage – 2300. AP initial velocity – 900 m/s.
Reload time – 3.1 s. 180 degree turn time – 18.0 s. Maximum dispersion – 109 m. Sigma – 2.00.

Depth charges:
Maximum damage – 2200. Number of charges – 2. Bombs in a charge – 8. Reload time – 40.0 s.

Torpedo tubes – 2x4 533 mm:
Maximum damage – 18400. Range – 10.0 km. Speed – 66 kt. Reload time – 100 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.8 km.

AA defense: 3x4 30.0 mm., 4x2 37.0 mm., 5x2 105.0 mm.

  • AA defense short-range: continuous damage per second – 98, hit probability – 95 %, action zone – 3.0 km;
  • AA defense mid-range: continuous damage per second – 77, hit probability – 100 %, action zone – 3.5 km;
  • AA defense long-range: continuous damage per second – 112, hit probability – 100 %, action zone – 5.2 km;
  • Number of explosions in a salvo – 5, damage within an explosion – 1540, action zone 3.5 – 5.2 km.

Maximum speed – 36.5 kt. Turning circle radius – 670 m. Rudder shift time – 4.4 s. Surface detectability – 7.2 km. Air detectability – 3.5 km. Detectability after firing main guns in smoke  – 2.4 km.

Available consumables:

  • 1 slot – Damage Control Party.
  • 2 slot – Short-Burst Smoke Generator (Duration time – 10 s; Smoke screen dispersion time – 40 s; Radius – 600.0 m; Reload time – 70 s; Charges – 6).
  • 3 slot – Engine Boost.
  • 4 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)

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

 


 

Spoiler

 

Discord neue Schiffe:

Zitat

French cruiser Dupleix, Tier VI

 

A Suffren-class heavy cruiser that differed from her sisterships in her armor scheme, which incorporated an internal armor belt. A typical “Treaty” cruiser, heavy gunnery was favored over strong protection.

 

The ship is armed with eight 203 mm main battery guns placed in four turrets, and a torpedo armament comparable to that found aboard the researchable French heavy cruisers. Her main battery’s low fire rate is compensated by its long range and turret traverse speed, as well as the availability of the Main Battery Reload Booster consumable.

 

Dupleix has a sizeable HP pool, but a vulnerable citadel, and mediocre concealment and armor. She is at her finest when engaging in mid- and long-distance gunfights, and her torpedoes can get her out of sticky situations at close range. The ship’s good maneuverability and her improved Engine Boost consumable can work in unison to help in quickly changing flanks or swiftly coming to the aid of allied ships.

 

Her wide range of consumables includes the aforementioned Engine Boost which increases the ship’s speed by 15%, a choice between Hydroacoustic Search or Defensive AA Fire, Fighter, and Main Battery Reload Booster.

Zitat
German destroyer Z-42, Tier X
 
A variant of the Type 1936B destroyer class fielded by the Kriegsmarine. Unlike her sisterships, Z-42’s main battery is composed of dual-purpose guns, which are spread between five twin 105 mm mounts.
 
In terms of gameplay, Z-42 is reminiscent of Harugumo due to her quick-firing guns with increased armor penetration and good AP shell damage. She is quite capable of countering enemy destroyers and supporting allies with covering fire.
 
Her torpedo armament is represented by two four-tube torpedo launchers with average characteristics for the Tier. The ship’s small HP pool is offset by her good concealment and speed.
 
As far as consumables, Z-42 has access to a Short-Burst Smoke Generator with a short action time but large number of charges, Engine Boost, and Hydroacoustic Search with improved action time and acquisition range.


 

 

 

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New Ships — Closed Testing 0.11.11 - Development blog BETA (worldofwarships.com)

 

Commonwealth cruiser Brisbane, Tier X

3k33JwhwBlhi0j6Smg90VnxbYqykvSCXWeSsM07t.jpg

A project for a light cruiser developed after the end of World War II that would have been equipped with powerful and advanced AA defenses, thanks in part to its main battery of ten quick-firing 152 mm dual-purpose guns.

Brisbane resembles Minotaur but with access to HE shells and a reinforced torpedo armament that can launch a greater number of torpedoes. The torpedoes themselves have a higher range and speed than those of the ship’s British counterpart. Not all differences are advantages, however, as Brisbane’s AP shells lack the improved characteristics that Minotaur’s have.

This cruiser poses a serious threat at medium distances, especially for enemy destroyers due to her Hydroacoustic Search and Surveillance Radar consumables. At the same time—as most Minotaur captains can attest to—Brisbane’s armor is not the sturdiest, and unlike Minotaur, this ship cannot switch out her Surveillance Radar for a Smoke Generator for an added layer of security. In case of heavy damage, though, she can restore a large part of her lost HP with the Specialized Repair Teams consumable.

The Royal Australian Navy, which took shape at the dawn of the 20th century, adopted its own distinct tradition for naming warships. Light cruisers in particular were named after the capital cities of Australia’s states:

Town-class cruisers:

  • HMAS Sydney (1913-1928)
  • HMAS Melbourne (1913-1928)
  • HMAS Brisbane (1916-1929)
  • HMAS Adelaide (1922-1946)

Leander-class cruisers:

  • HMAS Hobart (1938-1947)
  • HMAS Perth (1939-1942
  • HMAS Sydney (1935-1941)

Sydney currently has the honor of having the most warships named after it—in addition to the two cruisers mentioned above, the name also adorned an aircraft carrier (1948-1973) and a missile frigate (1983-2015). Melbourne has the second place in this category, and we decided to give the cruiser, that could have been built in the late 1940s, the name of the third largest city, Brisbane.

 

 

 

Commonwealth cruiser Brisbane, tier X

Hit points – 43300. Plating – 16 mm. Fires duration: 30 s. Torpedo protection – 13%.
Main battery – 5x2 152 mm. Firing range – 15.8 km.
Maximum HE shell damage – 2150. HE shell armor penetration – 30 mm. Chance to cause fire – 9%. HE initial velocity – 768 m/s.
Maximum AP shell damage – 3200. AP initial velocity – 768 m/s.
Reload time – 4.5 s. 180 degree turn time – 4.7 s. Maximum dispersion – 142 m. Sigma – 2.05.

Airstrike (DC):
Reload time – 30.0 s. Available flights – 2. Number of Aircraft in Attacking Flight – 1. Maximum range – 8.0 km. Number of Bombs in Payload – 2. Maximum bomb damage – 4900.

Torpedo tubes – 4x5 533 mm:
Maximum damage – 16767. Range – 12.5 km. Speed – 65 kt. Reload time – 131 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once.

AA defense: 6x1 40.0 mm., 8x2 76.2 mm., 5x2 152.0 mm:

AA defense mid-range: continuous damage per second – 588, hit probability – 90 %, action zone – 4.0 km;

AA defense long-range: continuous damage per second – 133, hit probability – 90 %, action zone – 6.9 km;

Number of explosions in a salvo – 6, damage within an explosion – 1890, action zone 3.5 – 6.9 km.

Maximum speed – 33.5 kt. Turning circle radius – 750 m. Rudder shift time – 10.4 s. Surface detectability – 11.5 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke – 5.6 km.

Available consumables:

1 slot – Damage Control Party.

2 slot – Specialized Repair Teams (Duration time – 20 s; HP per second – 866; Reload time – 80 s; Charges – 3)

3 slot – Hydroacoustic Search

4 slot – Surveillance Radar (Duration time – 40 s; Detection of ships – 10.0 km; Reload time – 120 s; Charges – 3)

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

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American superdestroyer Joshua Humphreys

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A destroyer structurally similar to the Gearing-class ships. The main armament of this supership consists of powerful 127 mm post-war dual-purpose mounts, complemented with two five-tube torpedo launchers.

Joshua Humphreys is a faster and more agile ship with six main battery guns and access to the “Burst Fire” alternative firing mode. In addition to a greatly increased fire rate, the alternative mode grants a temporary bonus to HE shells' damage and chance to set fire. The ship’s strong gunnery and large HP pool allow her to effectively contest Key Areas while posing a serious threat to enemy destroyers.

The torpedo armament has a high range, but not the greatest speed and damage. Joshua Humphreys stands out for her good concealment and access to the signature American Smoke Generator consumable with a smoke screen dispersion time. The remainder of her arsenal of consumables is composed of an Engine Boost and Defensive AA Fire in the same slot.

Starting with the first American class of destroyers in 1899-1903, these types of ships in the US Navy are traditionally named after naval commanders and servicemen. Over time, the honor was expanded to include the Marine Corps and Coast Guard, secretaries of the Navy, members of the Department of the Navy, and senators.

The naval engineer known as the “Father of the American Navy,” who designed and built US Navy’s first six frigates shortly after the nation achieved its independence—Joshua Humphreys (1751-1838)—gave name to only one Clemson-class destroyer (1920-1945). Therefore, we decided to honor him with a new destroyer from the second half of the 1940s.

 

American superdestroyer Joshua Humphreys

Hit points – 23700. Plating – 19 mm.
Main battery – 3x2 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 – 3.0 s. 180 degree turn time – 4.5 s. Maximum dispersion – 106 m. Sigma – 2.00.

Burst Fire:
Reload time – 35.0 s. Interval between individual shots – 1.5 s. Bursts in a series – 3.
Temporary bonus: Maximum HE shell damage +50%, Chances of HE Shell causing a Fire +5%.

Depth charges:
Maximum damage – 5100. Number of charges – 2. Bombs in a charge – 12. Reload time – 40.0 s.

Torpedo tubes – 2x5 533 mm:
Maximum damage – 17900. Range – 16.5 km. Speed – 66 kt. Reload time – 116 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.4 km.

AA defense: 6x2 20.0 mm., 4x2 76.2 mm., 3x2 127.0 mm., 2x1 76.2 mm:

AA defense short-range: continuous damage per second – 67, hit probability – 95 %, action zone – 2.0 km;

AA defense mid-range: continuous damage per second – 214, hit probability – 100 %, action zone – 4.0 km;

AA defense long-range: continuous damage per second – 130, hit probability – 100 %, action zone – 6.0 km;

Number of explosions in a salvo – 6, damage within an explosion – 1820, action zone 3.5 – 6.0 km.

Maximum speed – 37.2 kt. Turning circle radius – 750 m. Rudder shift time – 5.1 s. Surface detectability – 7.3 km. Air detectability – 4.2 km. Detectability after firing main guns in smoke – 2.8 km.

Available consumables:

1 slot – Damage Control Party.

2 slot – Smoke Generator.

3 slot – Engine Boost / Defensive AA Fire.

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

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Pan-Asian superdestroyer Kunming

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An evolution of the American Somers-class, this destroyer is fast, well-armed, and features enhanced torpedo and anti-aircraft armament.

Kunming follows the gameplay concept of existing researchable Pan-Asian destroyers. The main difference between this ship and Yueyang is an additional main battery turret, a longer firing range, and more torpedo tubes. Her powerful deepwater torpedoes that have a low detectability and an increased chance to cause flooding are suitable for performing stealthy torpedo attacks on large targets.

Thanks to her Smoke Generator with a large number of charges and accelerated cooldown, this superdestroyer can effectively fight for control of Key Areas and make a quick retreat in case of a bad engagement. The Surveillance Radar consumable is available as an alternative to Smoke Generator in the same slot, which gives its own advantages in hunting enemy destroyers and supporting allies. It’s important to remember that the ship has a rather small HP pool and a below-average damage per second on her main battery guns.

Kunming also has access to the Engine Boost and Torpedo Reload Booster consumables in separate slots.

At the beginning of the 20th century, warships in the Chinese fleet were given figurative names. For example, in 1912, three destroyers were Yu Chang—Camphor tree, Chien Kang—Creation of wellbeing, and Tung An—Universal peace. However, large Chinese ships that entered service before the start of World War II received geographical names: cruiser Ning Hai was named after the peninsula on the northern coast of Shandong province, and cruiser Ping Hai was named after the bay in the southeast of Fujian province.

In the post-war decades, this became the tradition. For example, Chinese destroyers are named after large and medium-sized cities. One of them is Kunming—the administrative center of Yunnan province of southwest China.

 

Pan-Asian superdestroyer Kunming

Hit points – 20200. Plating – 19 mm.
Main battery – 4x2 127 mm. Firing range – 13.4 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 – 5.0 s. 180 degree turn time – 7.2 s. Maximum dispersion – 115 m. Sigma – 2.00.

Depth charges:
Maximum damage – 1700. Number of charges – 2. Bombs in a charge – 6. Reload time – 40.0 s.

Torpedo tubes – 3x5 533 mm:
Equipped with deepwater torpedoes that can not hit destroyers and submarines.
Maximum damage – 18800. Range – 13.5 km. Speed – 69 kt. Reload time – 139 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 0.8 km.

AA defense: 10x2 20.0 mm., 4x2 76.2 mm., 4x2 127.0 mm:

AA defense short-range: continuous damage per second – 137, hit probability – 95 %, action zone – 2.0 km;

AA defense mid-range: continuous damage per second – 154, hit probability – 100 %, action zone – 4.0 km;

AA defense long-range: continuous damage per second – 77, hit probability – 100 %, action zone – 5.8 km;

Number of explosions in a salvo – 4, damage within an explosion – 1680, action zone 3.5 – 5.8 km.

Maximum speed – 38.0 kt. Turning circle radius – 700 m. Rudder shift time – 4.4 s. Surface detectability – 7.8 km. Air detectability – 3.9 km. Detectability after firing main guns in smoke – 3.0 km.

Available consumables:

1 slot – Damage Control Party.

2 slot – Surveillance Radar (Duration time – 25 s; Detection of ships – 7.5 km; Reload time – 120 s; Charges – 3) / Smoke Generator (Duration time – 30 s; Smoke screen dispersion time – 70 s; Radius – 450.0 m; Reload time – 100 s; Charges – 5).

3 slot – Engine Boost.

4 slot – Torpedo Reload Booster (Duration time – 1 s; Torpedo reload time – 8 s; Reload time – 300 s; Charges – 2).

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

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YabbaCoe sagte:

Commanders!

We’ve prepared a bunch of fun activities and interesting rewards to celebrate the New Year! Let's talk about the main novelties of the upcoming Update.

 

Read more

 

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

Zitat
03.11.2022 20:00
  • Development Blog

New Year celebration, Dockyard, Brawls, and other features — 0.11.11 Closed testing

We’ve prepared a bunch of fun activities and interesting rewards to celebrate the New Year! Let's talk about the main novelties of the upcoming Update.

 

Dockyard

In Update 0.11.11, the construction of the new German Tier IX cruiser Admiral Schröder will begin at the Dockyard.

Event rules:

  • The construction consists of 30 phases
  • Construction phases can be completed by progressing through Dockyard combat missions or by purchasing them for 1,750 Doubloons each
  • The combat missions can be completed through Update 0.11.11, plus the first two weeks of Update 0.12.0, while the Dockyard itself will remain available until the release of Update 0.12.1.
  • In total, you can progress through 26 out of 30 construction phases by completing combat missions
  • The reward for reaching phase 19 will be the British Tier VII battleship Renown '44

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You will still be able to complete the Dockyard combat missions even if you complete the construction of Admiral Schröder with the help of Doubloons. However, instead of construction phases, you will receive 250 Steel for each phase.

 

Carol Clash

One of the main New Year's features will be the Carol Clash temporary event. In this event, two teams of Santas from the North and South Poles compete to deliver gifts as quickly as possible.

Carol Clash is similar to events such as New Year's Night and Industry Titans.

You have to choose which team you want to be a part of and join the race. At the finish line, each team will give you a New Year's reward - one of the two themed commanders and one of the two permanent camouflages "Silver Swirls" for Halland or Conqueror. The first time you receive an reward from either of the two teams, you will also receive the Carol Clash achievement.

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For participating in the event, you will be able to earn Frosty Tokens, which can be exchanged for New Year commanders, containers with permanent camouflages, and various other items.

In honor of the New Year, the following items were added to the game:

  • Themed commanders with unique voice acting - Papá Noel for Spanish ships, Papá Noel for Pan-American ships, Pirate Santa for Commonwealth ships, Scrooge Nicholson for British ships
  • "Frosty Night" Commemorative flag
  • "Festive Finery" container with permanent economic bonuses for Tier V-VIII ships and permanent camouflages

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Festive Rewards

In Update 0.11.11, players will receive traditional New Year rewards for battle results on all their ships, starting from Tier V. Just like during the World of Warships 7th Anniversary celebrations, players with 100 or more ships in their Port will be able to receive multiple rewards in one battle!

Depending on the Tier of the ship, players will receive various gifts:

  • Tier V-VII ships - 750 Coal;
  • Tier VIII-IX ships - 75 Steel;
  • Tier X ships - 1 New Year Certificate;
  • Superships - 500 research points.

New Year Certificates are a temporary resource that can be exchanged in Update 0.11.11 for 375,000 credits or for any of the three types of Santa’s Gift containers:

  • Santa's Gift container - 1 New Year certificate;
  • Santa’s Big Gift container - 3 New Year certificates;
  • Santa's Mega Gift container - 5 New Year certificates. 

In honor of the celebration, the "Fjords" port was decorated and the appearance of the "Santa’s Gift" containers was updated.

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Brawls

For Brawls in Update 0.11.11, we updated the available maps, improved the balance of divisions, and returned them to this type of battle. Players can expect 5 separate Brawls in the following formats:

  • First Brawl - December 12-19: 
    • 5v5 on Tier VII ships. A team can have no more than three battleships, five cruisers and three destroyers. You can participate in the Division.
  • Second Brawl - December 19-26:
    • 1v1 on Tier VIII battleships.
  • Third Brawl - December 26 - January 2:
    • 1v1 on Tier IX cruisers.
  • Fourth Brawl - January 2-9:
    • 5v5 on Tier X cruisers. You can participate in the Division.
  • Fifth Brawl - January 9-16:
    • 1v1 on Tier X aircraft carriers.

Bounty Event

From time to time, we hold special game activities in which players need to hunt down volunteers or contributors in battle.

Starting with Update 0.11.11, data about these activities will be displayed in the game client while they’re active. In battle, a Bounty player can be identified by a special icon in the form of a target. Aircraft carriers and submarines cannot be a Bounty.

More players will now be able to take on the role of a Bounty - during the announcement of a new event, it will be possible to apply on our portal and be among the randomly selected participants. These players will receive a special Bounty mission and will be able to earn rewards for completing it, and those who sink a Bounty in battle will receive a commemorative "Search and Destroy" achievement in addition to valuable rewards. The conditions of Bounty missions may change from event to event.

 

Tutorial tasks for new players

In the Waterline at the beginning of the year, we told you that we were working on training tasks for new players. In update 0.11.11 we are adding "Introductory Missions" in a test format. They will allow beginners to master the basic principles of the game. These tasks are accompanied by hints and consistently pay attention to various game mechanics, and for their completion the player will receive a small reward. The tasks will be available to players who have fought no more than 300 battles, and in order to complete them, they will need not only to prove themselves in battle, but also to perform certain actions in the port.

 

Map Changes

At the beginning of a battle, the distribution of ships on the flanks and in the center of the map will become more even between teams. Submarines will spawn closer to the opposite side of the map and more often on the flanks.

 

Adding and editing content

Added to the game:

  • "For Meritorious Service" and "Pioneer" patches.
  • "Pioneer" expendable camouflage.

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The "Supertest" and "Deserved ST" camouflages have been updated.

 

The portraits of the standard Italian commanders have been updated, and several new ones have been added. 

 

Due to the separation of visual elements and economic bonuses, the contents of the "Christmas and New Year in the Navy" container have been updated - economic signals have been replaced with consumable economic bonuses, the amount of free experience in the container has increased, and the "New Year Sky" expendable camouflage has been removed.

 

40 new ships have been added to the "Santa’s Gift", "Santa’s Big Gift" and "Santa’s Mega Gift" containers.

Spoiler
Tier V–VII ship Tier VIII–IX ship Tier X ship or a rare ship
K. Schönberg Rochester Fujin
FR25 San Diego Kamikaze
Huron Hampshire Kamikaze R
Toulon Tulsa Gremyashchy
Maya Carnot Black
Rio de Janeiro Dalian F. Sherman
Repulse Brandenburg Khabarovsk
Collingwood Anhalt Álvaro de Bazán
Novorossiysk Kearsarge Anchorage
Béarn Giuseppe Verdi Giulio Cesare
  Iwami Odin
  Hornet Hizen
  Aquila G. Kurfürst
  Chkalov Malta
  I-56  
  S-189

 

The contents of the "Supercontainer" have been updated: the ship "Imperator Nikolai I" has been removed and 22 new ships have been added .

Spoiler
Tier V–VII ship Tier VIII–IX ship Tier X ship or a rare ship
Huron San Diego Kamikaze R
Toulon Hampshire Black
Rio de Janeiro Anhalt F. Sherman
Collingwood Iwami Khabarovsk
Novorossiysk Aquila Álvaro de Bazán
  I-56 Anchorage
  S-189 Odin
    Hizen
    G. Kurfürst
    Malta

 

The contents of containers and special containers "Premium ship V", "Premium ship VI", "Premium ship VII", "Premium ship VIII", and "Premium ship IX" have been updated accordingly.

Updated the appearance of the following flags: Developer, The First Season, Restless Fire, Clash of the Elements Participant, Collector, Navy Day, Santa Claus Legion, Secret Santa 2019, World of Warships: Legends, EAT PLAY TALK 2020, EAT PLAY TALK 2021, Third Game Anniversary, Fourth Game Anniversary, Fifth Game Anniversary, and Sixth Game Anniversary.

 

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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