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

Interessante Infos aus aller Welt - Infothread (keine Diskussion)

6,872 comments in this topic

Recommended Posts

[PUPSI]
Freibeuter
15,160 posts
Vor 6 Stunden, YabbaCoe sagte:

Commanders!

A researchable branch of Pan-American light cruisers will be added to the game. We're sharing the first details.

 

Read more

 

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

 

Zitat
05.11.2022 23:00
  • Development Blog

Pan-American cruisers - Closed testing

A researchable branch of Pan-American light cruisers will be added to the game. We're sharing the first details.

 

The new branch will consist of ships and projects originating from different Latin American countries: Argentina, Brazil, Chile, Peru, Colombia, and Mexico. Please note that the branch is currently under development, so the models of some ships are still not finalized, and the gameplay concept of the branch may change during the testing, which is planned to begin in early 2023. 

 

The new ships' main battery guns will have a medium firing range and good ballistics which make them effective at any distance. The guns also have a decent rate of fire. The cruisers' torpedoes have average characteristics. Thier good concealment will allow them to get into a good position and be the first to strike when conditions are favorable or to safely retreat, if necessary.

 

A distinctive feature of the branch will be the presence of Combat Instructions. However, the branch concept is still under development, so we'll share more details once it is closer to completion.

Ship consumables will include Repair Party and a choice between Hydroacoustic Search or Defensive AA fire in a single slot.

 

Pan-American cruiser Hercules, Tier I

3VmxVLZinOt5nfOmmIeIvmLjHYTH6iyh0uU1ZVoZ.jpg

 

A River-class frigate built in Canada in 1942 for the British Navy under the name HMS Adur. That same year, she was transferred to the US Navy, where she was renamed USS Asheville, and took part in the Battle of the Atlantic. After the war, she was decommissioned from the US Navy and, in 1946, sold to Argentina, where it was at first named Hercules, and from 1961, Juan B. Azopardo. She served in the Argentine Navy until 1969. 

 

Pan-American cruiser Almirante Barroso, Tier II 

h4kCyERGubuPxYxRX3CgxFWAjJGxSfZeuvecKAdl.jpg

 

The Armoured Cruiser Almirante Barroso was built by order of Brazil in Great Britain and served in the Brazilian Navy between 1896 and 1931. She was named after the famous Admiral of the Imperial Brazilian Navy who bore the title Baron of Amazonas. She entered has gone down in history as the first Brazilian ship to be equipped with a radiotelegraph. 

 

Pan-American cruiser Vicente Guerrero, Tier III

OWqdFcye3hhO2y8twvnLIYOR3Y3dEFFeN14B8CBT.jpg

 

This is a version of the light cruiser Navarra that served in the Spanish Navy from 1923 to 1956. This Spanish-built ship was based on the British Birmingham-class light cruisers (three ships entered service in 1914), which were the most advanced and successful British cruisers of the time. She was laid down in 1915, first named Reina Victoria Eugenia, and in 1931-1936 re-named República. With the beginning of the Spanish Civil War, it came under the control of the Nationalists and once again re-named Navarra. It had good navigability and relatively high speed for the 1920s. Since Mexico ordered gunboats and patrol ships from Spain in the first half of the 1930s, it can be assumed that they could have also purchased a ship of this type.

 

Pan-American cruiser Córdoba, Tier IV

cbbFMIEf66vAPOLuxCZcwubXwA3DoTcPHEDb9aYJ.jpg

 

This ship is the equivalent of the British Tier IV cruiser Danae. In 1925, two D-class cruisers were transferred to New Zealand, and in 1943-1944 two more were to the Polish Navy. By the early 1930s, the D-class light cruisers (a total of 8 were built) were already outdated and could be sold or transferred to a friendly country. As for the name, in the 20th century, a number of Colombian Navy ships were also known as Córdoba, named after a town in the Bolivar department.

 

Pan-American cruiser La Argentina, Tier V

QTSvdaVddJguUTt1aS1PYAanwLnngczd1MfgyKRZ.jpg

 

A "dual-purpose" ship—light cruiser and training vessel. La Argentina was designed and built for the Argentine Navy in the U.K. on the basis of the light cruiser Arethusa. It entered the Argentine Navy in 1939 and served until 1974. The ship is represented in the game as of 1939 based on the original blueprints from the British archives.

 

Pan-American cruiser Almirante Cochrane, Tier VI

VjFI6uq1Vm4hzhLhZ6BOK1Wyu7X3c6Zgyo6EY0sf.jpgfgc5ofste6U7OG7HRxRfekef8pj50MsUqNyCZPZd.jpg

 

This ship is the equivalent of the Italian premium Tier VII cruiser, Duca degli Abruzzi. The main difference is the number of main guns—Abruzzi has two 3-barreled and two 2-barreled 152mm turrets, while the Cochrane has four 2-barreled ones. Ships of the Chilean fleet were generally ordered from other countries, so it can be assumed that a smaller version of the cruiser Duca degli Abruzzi could have been ordered from Italy. 

Thomas Cochrane (1775-1860)—Famous British admiral and hero of the Chilean War of Independence against Spain in 1818-1822—is considered the father of the Chilean Navy.

 

Pan-American cruiser Coronel Bolognesi, Tier VII

oTYzmWUzsS3zY6Od8GJQ4HYXKe6TgxaBioA2Ewjm.jpgls4AXbJGBWPLbSJ401EVnuCH2Aqba6WMTHYRHNtn.jpgGvjbyriFr6UPyKP3N8EKKkytf5EMvXa5byrl9QUV.jpg

 

A Fiji-class light cruiser that was built in Britain and entered service in the Royal Navy in 1943 under the name HMS Ceylon. She was transferred to the Peruvian Navy in 1960 and is named after the Peruvian national hero Colonel Francisco Bolognesi (1816-1880). The cruiser Coronel Bolognesi served until 1985. In-game, she is presented as of 1960.

 

Pan-American cruiser Ignacio Allende, Tier VIII

mhLY6L6LtPP3bA4iDSUHUmKB4EuPiTC69gvt3jCE.jpgC6dtAsdz3YL22AhVbyJLneFSl81nQkd19EbgzuxR.jpgbkCmMItUWYqd7FKAUDkJMqTsgM0pb92luNGy1s9A.jpg

 

From August 1941 to July 1943, American designers prepared 9 draft versions of this cruiser, armed with 152-mm Mk 16DP guns in twin mounts. Most of them, according to the Department of the Navy requirements for the number of main guns, carried 5-6 of such turrets. The problem was that the installation of so many 200-ton emplacements and the corresponding ship's armor, resulted in a displacement and size increase that was quite excessive for a light cruiser. Attempts had been made to correct it by reducing the number of main guns: in August 1941 and spring 1943, drafts under the letters C and H were prepared, where the main caliber was made up of 8 guns in 4 turrets. In reality, they were rejected because, in the opinion of the General Board of the US Navy, the ratio of displacement to the number of guns made such a ship inefficient. As a result, the Worcester-class with its 6 turrets, built by 1948, was the largest light cruiser in world history, comparable to the heavy cruiser Baltimore. Our model shows what this type of cruiser, with four 152mm twin main battery turrets, might have looked like had it been built in 1948. 

After World War II, the United States widely practiced the transfer of warships to other nations. These were ships put into reserve after the end of the war that were often quite modern surface combatants: aircraft carriers were transferred to France, cruisers to Argentina, etc. For example, Mexico received 4 Tacoma-class frigates and 14 submarine hunters in 1947. Based on this, we can assume that the Mexican fleet could also be strengthened by the latest US-built light cruiser—not quite as huge as the actual Worcester, but quite suitable for the role of the most powerful ship in Central America.

 

Pan-American cruiser Santander, Tier IX

IiU6DQx85HnEeOA7SGEXwIMLYBLkW7rntefOnxmy.jpgDCV2ognJ7EYxAEo69jQbaHU7gbohvDcFlR8orone.jpg

 

One of the preliminary designs of the Worcester-class cruiser from 1948. During the preliminary design process, the US Department of the Navy considered the possibility of building a 3-gun 152-mm main battery turret instead of the final twin turret for this cruiser. But the idea was abandoned due to the complexity of the task and the uncertainty of the terms of its implementation. The Santander is a model of what a Worcester-type cruiser with three triple 152mm turrets could have looked like by 1948. 

The Colombian Navy could have received such a cruiser from the US with the same logic as Mexico could have with Allende. The ship is named after the national hero of Colombia, hero of the War of Independence, and President Francisco de Paula Santander (1792-1840).

 

Pan-American cruiser San Martin, Tier X

4maZy0Y2sqJJ8tHkU8PlwLzPzgTyIND6AoP95AWd.jpgh1KCIItEibHBn2q3EPkOGEGcq8OJlgp5MgcYqt20.jpgkxcWPTdZmM5wece1oc39LOpNnNtP4Ig7CPHCyMiW.jpg

 

Another version of the Worcester-class cruiser design, this time from 1949. The cruiser is a further development of the Worcester-class cruiser. The general layout and architecture are similar to Worcester. The propulsion system has a similar layout to that used on Worcester-class cruisers but is improved relative to the prototype to give up to 145,000 hp and a speed of 34 knots. In order to reduce the space taken up by the funnels in the superstructure, the decision was made to unify them into one single funnel. 

The Argentine Navy could have purchased such a cruiser from the USA after the war, as it happened in reality with two Brooklyn-class light cruisers in 1951. The ship was named after the national hero of Argentina, one of the leaders of the War of Independence of the Spanish colonies in America in 1810-1826: José de San Martín (1778-1850).

 

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

 

  • Cool 9

Share this post


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

Commanders!

 

We’re working on introducing new Unique Upgrades for some researchable Tier X ships. We’ll be testing these in the coming Updates.

 

Read more

 

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

Zitat
08.11.2022 13:00
  • Development Blog

New Unique Upgrades – Closed Testing

We’re working on introducing new Unique Upgrades for some researchable Tier X ships. We’ll be testing these in the coming Updates.

 

Starting in Update 0.11.11, the following ships—analogues of existing Tier X ships—will be added to the game for this purpose:

  • Ravenna (Venezia)
  • Södermanland (Halland)
  • Petrozavodsk (Petropavlovsk)
  • Otto Lilienthal (Manfred von Richtofen)
  • New Hampshire (Vermont)
  • Amerigo Vespucci (Cristoforo Colombo)
  • Lübeck (Elbing)
  • Vrijheid (Gouden Leeuw)
  • Admiral Orlov (Admiral Nakhimov)

The new Unique Upgrades are still in development. Their exact characteristics 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.

 

  • Cool 9
  • Funny 2

Share this post


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

Commanders!

Details about which resource some upcoming ships will become available for.

 

Read more

 

Details concerning the cost of these ships and their release dates will be published on our portal at a later date.

Zitat
09.11.2022 13:00
  • Development Blog

New Ship Distribution Methods

Details about which resource some upcoming ships will become available for.

 

In the coming Updates, you will have the opportunity to anchor several new ships in your Port for free. Here’s how:

  • Dutch destroyer Tromp will be available for Coal
  • Commonwealth cruiser Hector will be available for Research Points
  • Commonwealth cruiser Brisbane will be available for Coal
  • German destroyer Z-42 will be available for Steel

Details concerning the cost of these ships and their release dates will be published on our portal at a later date.

 

  • Cool 12

Share this post


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

https://blog.worldofwarships.com/blog/391

Zitat
12.11.2022 22:00
  • Development Blog

European Destroyers - Closed testing

A second branch of European destroyers will be added to the game in one of the future Updates. We're ready to share the first details. 

 

The ships of this new branch will represent such countries as Turkey, Norway, Greece, Yugoslavia, and Poland. Please note that the branch is currently under development, so the ship models are still not finalized, and the gameplay concept of the branch may change during testing, which is planned to begin in the first half of 2023.  

 

In the current concept, these newcomers are "gunboat" destroyers equipped with Smoke Generator and, starting at Tier VIII, with the Surveillance Radar consumable. Apart from that, all ships in the branch are equipped with Engine Boost. The main battery guns of the new European destroyers have good damage per salvo and, starting from Tier VII, flat shell ballistics, which allows for comfortable gunplay at long ranges.

 

The torpedoes used by all ships of the branch have high speed, but there is a small number per salvo. Unlike the first branch of the European destroyers, they have higher damage but lower range, and the torpedoes can be set to fan out in the standard wide and narrow spreads.

 

Starting from Tier VII, these destroyers have good speed and starting from Tier VIII they have a large HP pool. However, they don't have the strongest AA and their concealment is mediocre. 

 

European destroyer Muavenet, Tier V

HyCd9CoMQlC6HbqYdAkOS343s73PCuqFSBMfxbvd.jpg

 

One of the four destroyers ordered by Turkey from Great Britain in 1939, laid down in accordance with the design of British I-class destroyers. She was purchased by the British Royal Navy when the Second World War broke out and renamed HMS Inconstant. The destroyer survived the war and in 1946 was returned to the Turkish Navy where she served under her original name – Muavenet – until 1960.

 

European destroyer Stord, Tier VI

MPfI8KoqHjQhlsWeTnfmHvXGr8lhT4njGPfpo4nZ.jpg

 

A British S-class destroyer that entered service in 1943 and was transferred to the Norwegian Navy in exile, who fought during World War II as part of the British Royal Navy. She survived the entire war and then was formally purchased by Norway, where she served until 1959.

 

European destroyer Grom, Tier VII

vdUdLArFcm7yFE6klohq6ZfbMQ75Kpt29vqXg90d.jpg

 

The lead ship in a series of two Grom-class destroyers, her sistership being Błyskawica. She was designed in Great Britain and was built under Polish order at a British shipyard J. Samuel White & Co. Ltd. in 1935-1937. Grom participated in World War II, taking part in the Norwegian campaign near Narvik. She was sunk on May 4, 1940, off the coast of Norway as a result of bombing by German planes.

 

European destroyer Split, Tier VIII

ibNzdX2uoOXlpoVJhlPI9XOacC4aZkadPOclFhtc.jpg

 

A destroyer leader of the Yugoslav Navy, which was laid down in 1939 at a British-owned shipyard in Split. The project was created by a French company based on the Le Fantasque-class destroyer. When Yugoslavia entered World War II in 1941, the unfinished ship was seized by the Italians. Work on the destroyer was finished and it was put into service only in 1958, according to a modified design, with the help of the United States and Great Britain. The ship served until 1980. Our game shows Split as she would have looked if completed by 1941.

 

European destroyer Lambros Katsonis, Tier IX

 

The ship is at a very early stage of modeling.

 

During the development of the E-class cruiser designs, various options were considered in Great Britain. These cruisers were seen as a continuation of the "scout" idea - fast fleet scouts and a counter to enemy destroyers. In the end, the option with the larger displacement (7,500 tons) was chosen, and the smaller option (2700-3000 tons) remained unrealized. 

 

We "completed" this lighter design considering upgrades that were available both before and after World War II. The ship was also reclassified as a destroyer leader, since light scout cruisers with small displacement could well be considered destroyers, especially by World War II standards. A variant of postwar modernization implied a significant strengthening of AA gunnery with automatic 76 mm guns of American design, installed on light cruisers of the Worcester class, as well as the fire control system for these mounts. The main battery consists of the same guns used on the battlecruiser Hood as secondaries – six 140 mm guns in single-gun shielded mounts.

 

The Greek Navy might have received such a ship from the turn of the 1920s and 1930s, yet upgraded during WWII, from Britain just after the war. In fact, the British at the time transferred about 10 escort destroyers to Greece, among other aid.

 

The ship is named after Lambros Katsonis, a Greek privateer from the second half of the 18th century – a national hero of Greece and a fighter for its independence. This name is traditional for ships of the Greek Navy. In total there were four ships bearing this name – a light cruiser built in Great Britain before World War I, then three submarines.         

 

European destroyer Gdansk, Tier X

WDNY39ModYndFXTUSvkXk5AcRr4zaoFstIvi3bj7.jpg

 

Gdansk is a destroyer based on the design of the French Mogador. 

Historically, French shipyards built 2 Burza-class destroyers for the Polish Navy in 1927-1932 and competed to win the contract to construct new destroyers for Poland in the mid-1930s, ultimately losing to Great Britain, who as a result built Grom and Błyskawica. This ship could also have been built in France at the request of Poland and been completed with the original armament composition by about 1939-40. After France was defeated, the ship would have been transferred to Great Britain, remaining unfinished until the end of the war, and afterward transferred to Poland. There she would have been commissioned by the mid-1950s and modernized to accommodate Soviet torpedo and ASW armament, as well as AA systems. Historically, Britain in 1947 returned the destroyer Błyskawica to the Polish People's Republic, which in 1949-1950 was repaired and re-equipped with Soviet armament. 

 

The naming of warships after cities was traditional for the Polish People's Republic Navy. The largest Polish ships were consistently called Warszawa. The backbone of the Navy's strike power - 13 Project 205 missile boats - were named after coastal cities, including Gdansk. Since Gdansk is the largest Polish port and city on the Baltic coast, one of the main cities of the country in general, as well as a historical symbol of the struggle for Poland's access to the sea, we decided to name this ship after it.

 

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

 

  • Cool 8

Share this post


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

Commanders!

See what new restrictions we’re applying to the ongoing 19th Clan Battles Season.

 

Read more

 

 

Zitat
15.11.2022 15:00
  • Development Blog

Ship Restrictions for the ongoing Clan Battles Barracuda Season

See what new restrictions we’re applying to the ongoing 19th 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 November 16:

  • Restrictions on the number of ships:
    • Limited the number of Marseille, Petropavlovsk or Napoli. One team may not have more than one of these ships in total.
    • Limited the number of St. Vincent, Ohio or Kremlin. One team may not have more than one of these ships in total.

So, for example, a team may only take 1 Marseille OR 1 Petropavlovsk OR 1 Napoli. The same is true for the restriction on Battleships.

 

Share this post


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

Commanders!

Update 0.11.11 will see the closed testing of unique upgrades for the Venezia and Halland. 

 

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
16.11.2022 13:00
  • Development Blog

Unique Upgrades for Venezia and Halland - 0.11.11 Closed Testing

Update 0.11.11 will see the closed testing of unique upgrades for the Venezia and Halland. 

 

The unique upgrade for  X Venezia is installed in the 5th slot and gives the following bonuses:

  • The number of charges of the "Exhaust Smoke Generator" consumable is increased by 2.
  • Cooldown time of the "Exhaust Smoke Generator" is reduced from 180 to 60 s.

This upgrade will give more opportunities to escape from focused enemy fire or unprofitable artillery duels, and to maneuver through the battlefield much more actively without fear of being detected and attacked. 

The unique upgrade for  X Halland is installed in the 6th slot and gives the following bonuses:

  • Ship HP restoration by Repair party is increased from 50% to 75%.
  • Speed bonus of "Engine boost" consumable is increased by 8%.
  • Number of charges for all consumables is increased by 1.


Increased amount of hit points restored with Repair party and speed when using Engine boost allows a destroyer to fight her opponents more successfully, move more actively across the battlefield and "exchange" her hit points in duels with other destroyers. The increased number of consumables, especially the Repair Team, will also help encourage active play.

 

An analogue of the A. Nevsky will also be added to test the unique upgrade. Information about it will be published separately.

 

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

 

  • Cool 1

Share this post


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

Captains!
Based on testing results, we’re applying changes to Nebraska, Delaware, Louisiana, Sturdy, Thrasher, Renown'44, Sun Yat-Sen, Admiral Schröder and K-1.

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
16.11.2022 18:45
  • Development Blog

Changes to Test Ships – 0.11.10 Closed Testing

Based on testing results, we’re applying changes to Nebraska, Delaware, Louisiana, Sturdy, Thrasher, Renown'44, Sun Yat-Sen, Admiral Schröder and K-1.

 

VIII Nebraska, IX Delaware and X Louisiana

  • Squadron preparation to attack time increased: 3 to 4 s.
  • Dispersion of bombs is increased.
  • Maneuverability of planes during attack is reduced by 30%.

VIII Sturdy

  • Torpedo reload time is reduced: 45 to 40 s.

X Thrasher

  • Maximum sonar range increased: 10 to 12 km.

VII Renown '44

  • Main battery accuracy settings improved - dispersion at all ranges is reduced.

IX Sun Yat-Sen

  • Main battery firing range reduced: 20,7 to 19,2 km.
  • Main battery accuracy settings improved - dispersion at all ranges is reduced.

IX Admiral Schröder

  • Armored deck slope armor reduced: 80 to 28 mm.

X K-1

  • Ping velocity increased: 500 to 600 m/s.
  • Number of Stern torpedo tubes loaders reduced: 2 to 1.
  • Changed settings of Submarine surveillance consumable
    • Reload time reduced: 80 to 60 s.
    • Preparation time reduced: 290 to 275 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.

 

  • Cool 4

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 9 Minuten, YabbaCoe sagte:

Commanders!

Closed concept testing of changes to AA mechanics will take place shortly.

The changes are designed to increase the impact of AA on aircraft carrier offensive capabilities.

 

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
18.11.2022 10:00 Development Blog

AA mechanics changes - Closed testing

Closed concept testing of changes to AA mechanics will take place shortly.

 

The changes are designed to increase the impact of AA on aircraft carrier offensive capabilities, shifting the impact from future attacks to current:

  • Squadrons are now divided into a group that will launch an attack and a group of remaining aircraft.
    • If an aircraft from an attacking group is shot down, its place will not be taken by other aircraft from the squadron.
    • The attacking group will be filled with new aircraft from the squadron only when there are no planes left in it. The attacking squadron will not be able to conduct an attack for a period of time after it has been refilled with planes.
  • AA will have a new parameter that sets the chance that continuous damage will be dealt to an aircraft from an attacking group. Otherwise the damage will be dealt to the aircraft from the rest of the squadron. In other words, the squadron is now divided into attacking group and "the rest". AA can attack either an aircraft from attacking group, or from "the rest", and there's a parameter setting a chance that AA will choose an aircraft from the attacking group. Target selection will remain in effect for some time after leaving the air defense zone.
    • If a squadron flies through multiple ships' air defenses, all continuous damage will be dealt to one selected aircraft.
    • Damage to aircraft by fighters, flaks and instant damage of Priority sector will not change.

With the changes, the player will have the opportunity to reduce the damage from the ongoing carrier attack by shooting down planes from the attacking flight.

It is also now possible to return only the attacking group to the aircraft carrier by holding down the F key.

 

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

 

  • Cool 3
  • Funny 1

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 11 Minuten, YabbaCoe sagte:

Commanders!

We’re here to share the results of the Operations overhaul that occurred in Update 0.11.8 and talk about the future of this battle type.

 

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
28.11.2022 16:00
  • Development Blog

Update to the Operations Battle Type in 0.11.8 – Results and Future Plans

We’re here to share the results of the Operations overhaul that occurred in Update 0.11.8 and talk about the future of this battle type.

 

Operations in World of Warships – What Changed

Since the Operations battle type first appeared in World of Warships, its popularity has been on the low side, accounting for only 3-5% of the time spent in battle by active players. The only exception would be temporary Halloween Operations, which see higher participation.

Regardless, we’ve often received community feedback requesting for Operations to get more attention from the developers, so in Update 0.11.8, we released a sizeable revamp of this battle type:

  • You can now take part in all Operations aboard Tier VI-VIII ships, and the “Operation of the Week” was removed.

These changes made it possible to diversify the gaming experience when playing Operations, making it more alluring and in closer in line with Random and Co-op Battles – the game’s main battle types. At the same time, the possibility to enter a specific Operation while in a Division remained. The difficulty settings affecting the bots are now modified by the ship composition the player team brings to the battle. For example, if players bring Tier VI ships, the bots will be weaker. Thanks to the mentioned changes and the removal of the restriction on going into battle on the same ship, player freedom to choose the ship they want was significantly expanded.

  • Updated rewards

Completion of additional tasks increases the reward for completing the Operation. Therefore, repeating the Operation a second time can bring as many benefits as the first time around.

  • Three scenarios have made a return: Cherry Blossom, Hermes, and The Ultimate Frontier.

These are now also playable with Tier VI-VIII ships, and aircraft squadron AI has been improved.

 

Results of the Update

The removal of many restrictions and the new reward mechanics initially attracted a large number of players to the battle type, with peak popularity reaching 26% of the active playerbase in Update 0.11.8. After that, this value shrunk and settled at around 13-14% – comparable to the popularity of Ranked Battles.

We are happy with the results of Operations update. It took us some time to design our way of updating them, and we are happy that our approach succeed.

 

Operations in Update 0.11.9

In 0.11.9, instead of random Operations, thematic Halloween battles and the dedicated Operation for the submarines then in early access—Wolfpack—were available.

During this Update, we received feedback asking that it be possible to play random Operations without the requirement of being in a Division. Traditionally in October we highlight Halloween Operations, but at the same time, due to technical limitations, we had to temporarily disable the random Operation mechanic. We are planning improvements that will allow us to avoid this situation in future.

Random Operations returned to the live servers with the arrival of Update 0.11.10

 

The Future of Operations

Development is moving in several directions.

  • Including more Tiers

The ability to play Operations with Tier VIII ships was warmly received by players, and we got requests to add higher Tier ships. We are considering this possibility, but first and foremost we need to solve some technical issues.

  • Allowing participation in special activities while playing Operations

We try when we can to include Operations as one of the permitted battle types to complete missions and activities with, but we cannot always do so due to it being much easier to fulfill certain requirements like this. We are, however, considering options for including Operations in all activities and combat missions.

  • Different difficulty levels

In the past, we released “Hard” and “Super Hard” difficulty levels for Halloween Operations, which received positive feedback. We will look into adding higher difficulty levels to standard Operations.

  • Return of Wolfpack

At the moment we are held back by technical limitations when it comes to having single-ship-type Operations exist simultaneously with Random Operations which allow a wider range of ship classes. However, we are working on a solution that will allow it to return in the future.

  • New Operations

We are also working towards adding new Operations to the game. We don’t have any specific information at the moment, but we will share more when we are closer to release.

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

 

  • Cool 8

Share this post


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

Commanders!

The Pan-American cruiser branch and American Tier IX battleship Illinois have been added to the game for testing.

The tech tree branch of Pan-American light cruisers will be added to the game for the upcoming closed test session.

 

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
08.12.2022 02:00
  • Development Blog

New ships – Closed Test 12.0

The Pan-American cruiser branch and American Tier IX battleship Illinois have been added to the game for testing.

 

The tech tree branch of Pan-American light cruisers will be added to the game for the upcoming closed test session.

Branch features:

  • Good rate of fire, but weak armor and a small supply of HP.
  • A Repair Party that restores 50% of the damage taken to the citadel starting at Tier II.
  • Access to Hydroacoustic Search from Tier IV onward.
  • Availability of a Fighter beginning at Tier V; Tiers VI, VIII, IX, and X ships have the option to replace it with a Spotter. 
    • The Tier VII ship does not have a Fighter or Spotter.
  • From Tier V, the ships are also equipped with torpedoes with average characteristics, which can be used as a last-ditch defense if enemy ships come too close.
  • From Tier VI, the ships have flat ballistics that make it easier to hit enemies at long distances, and there is also a choice between Hydroacoustic Search and Defensive AA Fire in one slot.
  • Also from Tier VI, the ships can use Combat Instructions. Mechanically, they work similarly to the Combat Instructions available to superships, but they have different requirements and bonuses.
  • Ships of Tier VII and up also have the Repair Party consumable, which restores more HP per second.

In order to activate combat Instructions, Pan-American cruisers need to fire off a certain number of salvoes in which a specific number of shells must hit the targeted ship. For example, Tier X cruiser San Martin needs to fire 5 salvoes to activate Combat Instruction, but it will only activate if 8 of the shells fired in those 5 salvoes hit the target. Please note that in order for a salvo to count towards Combat Instructions, you need to use volley fire (double-click)—sequential fire and single fire do not work.

Once activated, Combat Instructions provides the cruisers with a temporary bonus to the armor penetration of capabilities of their HE shells and the ship's maneuverability, such as maximum speed, acceleration, and rudder shift time. If you activate Combat Instructions on San Martin with a commander who has learned the skill "Inertial fuse of HE shells," you will be able to penetrate 50mm of armor. 

The conditions for activating combat instructions for these new ships are more challenging than for superships, but at the same time they provide quite a significant bonus to the ship's characteristics.

 

Pan -American cruiser Hercules, Tier I

wcIzU0lhyXckFAKtlZRITczTtgGli0zFqby99cIn.jpg

Spoiler

Pan-American cruiser Hercules, tier I

Hit points – 6300. Plating - 6 mm. Fires duration: 30 s.
Torpedo protection - 7 %.
Main battery - 2x2 102 mm. Firing range - 8.8 km.
Maximum HE shell damage – 750. HE shell armor penetration - 17 mm. Chance to cause fire – 6%. HE initial velocity - 811 m/s.
Reload time - 4.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 81 m. Sigma – 2.00.

  • AA defense: 4x1 20.0 mm.
  • AA defense short-range: continuous damage per second - 53, hit probability - 85 %, action zone - 2.0 km;

Maximum speed - 20.3 kt. Turning circle radius - 320 m. Rudder shift time – 3.0 s. Surface detectability – 6.4 km. Air detectability – 4.7 km. Detectability after firing main guns in smoke  – 2.1 km.

Available consumables:

  • 1 slot - Damage Control Party

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

Pan-American cruiser Almirante Barroso, Tier II

151lbs15knaCk33nKawpx3FokIwtSOys7jXq0QYl.jpg

Spoiler

Pan-American cruiser Almirante Barroso, tier II

Hit points – 15300. Plating - 6 mm. Fires duration: 30 s.
Main battery - 6x1 152 mm. Firing range - 10.1 km.
Maximum HE shell damage – 2100. HE shell armor penetration - 25 mm. Chance to cause fire – 7%. HE initial velocity - 853 m/s.
Maximum AP shell damage - 3000. AP initial velocity - 853 m/s.
Reload time - 8.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 91 m. Sigma – 2.00.

Secondary Armament:

4x1 120.0 mm, range  - 3.2 km.
Maximum HE shell damage – 1700. Chance to cause fire – 4%. HE initial velocity - 675 m/s
Maximum speed - 20.2 kt. Turning circle radius - 370 m. Rudder shift time – 4.3 s. Surface detectability – 8.6 km. Air detectability – 3.3 km. Detectability after firing main guns in smoke  – 3.8 km.

Available consumables:

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

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

Pan-American cruiser Vicente Guerrero, Tier III

0KNxlazrRsbwadHSWwgk1zbyDkeryXimShEaW66q.jpg

Spoiler

Pan-American cruiser Vicente Guerrero, tier III

Hit points – 19600. Plating - 6 mm. Fires duration: 30 s.
Main battery - 6x1 152 mm. Firing range - 12.1 km.
Maximum HE shell damage – 2200. HE shell armor penetration - 25 mm. Chance to cause fire – 8%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 2900. AP initial velocity - 900 m/s.
Reload time - 7.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 117 m. Sigma – 2.00.

Secondary Armament:

  • 4x1 88.0 mm, range  - 3.2 km.
  • Maximum HE shell damage – 1000. Chance to cause fire – 4%. HE initial velocity - 890 m/s

AA defense: 4x1 40.0 mm., 4x1 88.0 mm., 4x1 76.2 mm.

  • AA defense mid-range: continuous damage per second - 102, hit probability - 90 %, action zone - 3.0 km;

Maximum speed - 25.0 kt. Turning circle radius - 510 m. Rudder shift time – 6.3 s. Surface detectability – 9.6 km. Air detectability – 4.4 km. Detectability after firing main guns in smoke  – 4.4 km.

Available consumables:

1 slot - Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)

2 slot - Repair Party (Duration time 28 s; HP per second 98.0; Reload time 80 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.

Pan-American cruiser Córdoba, Tier IV

stKc0TMHDijH1NAmuO9lDqJc3qLl4eqZkhANWhub.jpg

Spoiler

Pan-American cruiser Cordoba, tier IV

Hit points – 20500. Plating - 13 mm. Fires duration: 30 s.
Torpedo protection - 4 %.
Main battery - 6x1 152 mm. Firing range - 12.1 km.
Maximum HE shell damage – 2200. HE shell armor penetration - 25 mm. Chance to cause fire – 12%. HE initial velocity - 853 m/s.
Maximum AP shell damage - 2900. AP initial velocity - 853 m/s.
Reload time - 8.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 117 m. Sigma – 2.00.
Torpedo tubes - 4x3 533 mm.
Maximum damage - 10000. Range - 6.0 km. Speed - 53 kt. Reload time - 62 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km.

AA defense: 6x4 12.7 mm., 2x8 40.0 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 - 133, hit probability - 90 %, action zone - 2.5 km;

Maximum speed - 29.0 kt. Turning circle radius - 540 m. Rudder shift time – 5.9 s. Surface detectability – 8.0 km. Air detectability – 4.3 km. Detectability after firing main guns in smoke  – 3.6 km.

Available consumables:

  • 1 slot - Damage Control Party 
  • 2 slot - Repair Party 
  • 3 slot - Hydroacoustic Search 

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

Pan-American cruiser La Argentina, Tier V

7qhNqiuv5LJTe2YLthRvqembsrrFh3wjszvaeYD1.jpg

Spoiler

Pan-American cruiser La Argentina, tier V

Hit points – 23900. Plating - 13 mm. Fires duration: 30 s.
Torpedo protection - 4 %.
Main battery - 3x3 152 mm. Firing range - 14.5 km.
Maximum HE shell damage – 2100. HE shell armor penetration - 25 mm. Chance to cause fire – 9%. HE initial velocity - 841 m/s.
Maximum AP shell damage - 3100. AP initial velocity - 841 m/s.
Reload time - 9.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 133 m. Sigma – 2.00.
Torpedo tubes - 2x3 533 mm.
Maximum damage - 15867. Range - 8.0 km. Speed - 61 kt. Reload time - 72 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.

Secondary Armament:

  • 4x1 102.0 mm, range  - 4.3 km.
  • Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity - 811 m/s

AA defense: 6x2 25.0 mm., 4x1 102.0 mm., 12x1 7.9 mm.

  • AA defense short-range: continuous damage per second - 140, hit probability - 85 %, action zone - 2.5 km;
  • AA defense long-range: continuous damage per second - 46, hit probability - 90 %, action zone - 5.8 km;
  • Number of explosions in a salvo - 1, damage within an explosion - 980, action zone 3.5 - 5.8 km.

Maximum speed - 30.0 kt. Turning circle radius - 610 m. Rudder shift time – 6.8 s. Surface detectability – 9.5 km. Air detectability – 6.4 km. Detectability after firing main guns in smoke  – 4.3 km.

Available consumables:

  • 1 slot - Damage Control Party 
  • 2 slot - Repair Party 
  • 3 slot - Hydroacoustic Search
  • 4 slot - Fighter 

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

Pan-American cruiser Almirante Cochrane, Tier VI

YhK3XqQ9OfZI33QESQfYeZpnBOm0mqx6ygveel70.jpg

Spoiler

Pan-American cruiser Almirante Cochrane, tier VI

Hit points – 30700. Plating - 16 mm. Fires duration: 30 s.
Torpedo protection - 4 %.
Main battery - 4x2 152 mm. Firing range - 14.5 km.
Maximum HE shell damage – 2100. HE shell armor penetration - 25 mm. Chance to cause fire – 7%. HE initial velocity - 950 m/s.
Maximum AP shell damage - 3000. AP initial velocity - 850 m/s.
Reload time - 8.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 123 m. Sigma – 2.00.
Combat Instructions:
HE shell armor penetration +20.0 %. Vehicle speed +10.0 %. Duration 60.0 s. Required shots: 5. Number of hits per salvo needed for salvo to be taken into account: 5.
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 - 3400.0.
Torpedo tubes - 2x3 533 mm.
Maximum damage - 15867. Range - 8.0 km. Speed - 61 kt. Reload time - 72 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.

Secondary Armament:

  •  4x2 100.0 mm, range  - 5.0 km.
  • Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity - 850 m/s

AA defense: 6x2 20.0 mm., 4x2 100.0 mm., 4x2 37.0 mm.

  • AA defense short-range: continuous damage per second - 56, hit probability - 85 %, action zone - 2.0 km;AA defense mid-range: continuous damage per second - 105, hit probability - 90 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 42, 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 - 34.8 kt. Turning circle radius - 680 m. Rudder shift time – 8.6 s. Surface detectability – 9.9 km. Air detectability – 6.1 km. Detectability after firing main guns in smoke  – 4.5 km.

Available consumables:

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

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

Pan-American cruiser Coronel Bolognesi, Tier VII

OnCp8ExPuMzZi1jqEVgAiTH6lJlJ4rt8jFttA1l2.jpg

Spoiler

Pan-American cruiser Coronel Bolognesi, tier VII

Hit points – 31400. Plating - 16 mm. Fires duration: 30 s.
Torpedo protection - 4 %.
Main battery - 3x3 152 mm. Firing range - 15.4 km.
Maximum HE shell damage – 2100. HE shell armor penetration - 25 mm. Chance to cause fire – 9%. HE initial velocity - 841 m/s.
Maximum AP shell damage - 3100. AP initial velocity - 841 m/s.
Reload time - 8.0 s. 180 degree turn time - 25.7 s. Maximum dispersion - 131 m. Sigma – 2.00.
Combat Instructions:
HE shell armor penetration +25.0 %. Vehicle speed +10.0 %. Duration 60.0 s. Required shots: 5. Number of hits per salvo needed for salvo to be taken into account: 6
Airstrike (DC):
Reload time - 30.0 s. Available flights - 2. 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 - 2x3 533 mm.
Maximum damage - 15867. Range - 8.0 km. Speed - 61 kt. Reload time - 72 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.
Secondary Armament:
4x2 102.0 mm, range  - 5.6 km.
Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity - 811 m/s

AA defense: 5x2 40.0 mm., 8x1 40.0 mm., 4x2 102.0 mm.

  • AA defense mid-range: continuous damage per second - 249, hit probability - 90 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 53, hit probability - 90 %, action zone - 5.8 km;
  • Number of explosions in a salvo - 2, damage within an explosion - 1190, action zone 3.5 - 5.8 km.

Maximum speed - 31.5 kt. Turning circle radius - 600 m. Rudder shift time – 8.6 s. Surface detectability – 11.2 km. Air detectability – 6.4 km. Detectability after firing main guns in smoke  – 5.4 km.

Available consumables:

  • 1 slot - Damage Control Party
  • 2 slot - Specialized Repair Teams (Duration time 20 s; HP per second 219.8; Reload time 80 s; Charges 3)
  • 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.

Pan-American cruiser Ignacio Allende, Tier VIII

vpwOx24BmdaKnKLtWgsgSgI4oQC1R8VSGAWsmWTg.jpg

Spoiler

Pan-American cruiser Ignacio Allende, tier VIII

Hit points – 38600. Plating - 25 mm. Fires duration: 30 s.
Torpedo protection - 7 %.
Main battery - 4x2 152 mm. Firing range - 15.9 km.
Maximum HE shell damage – 2200. HE shell armor penetration - 30 mm. Chance to cause fire – 11%. HE initial velocity - 915 m/s.
Maximum AP shell damage - 3400. AP initial velocity - 915 m/s.
Reload time - 8.0 s. 180 degree turn time - 7.2 s. Maximum dispersion - 134 m. Sigma – 2.00.
Combat Instructions:
HE shell armor penetration +25.0 %. Vehicle speed +10.0 %. Duration 60.0 s. Required shots: 5. Number of hits per salvo needed for salvo to be taken into account: 6
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 - 4200.0.
Torpedo tubes - 2x4 533 mm.
Maximum damage - 16633. Range - 8.0 km. Speed - 62 kt. Reload time - 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km.

AA defense: 23x2 20.0 mm., 3x2 76.2 mm., 4x2 152.0 mm.

AA defense short-range: continuous damage per second - 298, hit probability - 85 %, action zone - 2.0 km;

AA defense mid-range: continuous damage per second - 109, hit probability - 90 %, action zone - 4.0 km;

AA defense long-range: continuous damage per second - 102, hit probability - 90 %, action zone - 6.9 km;

Number of explosions in a salvo - 5, damage within an explosion - 1680, action zone 3.5 - 6.9 km.

Maximum speed - 33.0 kt. Turning circle radius - 660 m. Rudder shift time – 9.9 s. Surface detectability – 12.6 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke  – 6.5 km.

Available consumables:

1 slot - Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)

2 slot - Specialized Repair Teams (Duration time 20 s; HP per second 270.2; Reload time 80 s; Charges 3)

3 slot - Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3)

3 slot - Defensive AA Fire (Duration time 40 s; Average AA damage +50%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 300%; Reload time 80 s; Charges 3)

4 slot - Fighter (Duration time 60 s; Fighters 3; Action radius 3 km; Reload time 90 s; Charges 3)

4 slot - Spotting Aircraft (Duration time 100 s; Main battery firing range +20.0%; Reload time 240 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.

Pan-American cruiser Santander, Tier IX

BOI2WXxhzpMe1PqhIRdJ2sP95TANXmNZ09XhKsxq.jpg

Spoiler

Pan-American cruiser Santander, tier IX

Hit points – 44300. Plating - 25 mm. Fires duration: 30 s.
Torpedo protection - 7 %.
Main battery - 3x3 152 mm. Firing range - 16.2 km.
Maximum HE shell damage – 2200. HE shell armor penetration - 30 mm. Chance to cause fire – 11%. HE initial velocity - 915 m/s.
Maximum AP shell damage - 3400. AP initial velocity - 915 m/s.
Reload time - 8.0 s. 180 degree turn time - 7.2 s. Maximum dispersion - 137 m. Sigma – 2.05.
Combat Instructions:
HE shell armor penetration +40.0 %. Vehicle speed +10.0 %. Duration 60.0 s. Required shots: 5. Number of hits per salvo needed for salvo to be taken into account: 7
Airstrike (DC):
Reload time - 30.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 7.0 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4200.0.
Torpedo tubes - 2x4 533 mm.
Maximum damage - 11600. Range - 9.2 km. Speed - 55 kt. Reload time - 106 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km.
AA defense: 16x2 20.0 mm., 6x2 76.2 mm., 3x3 152.0 mm.

  • AA defense short-range: continuous damage per second - 203, hit probability - 85 %, action zone - 2.0 km;
  • AA defense mid-range: continuous damage per second - 217, hit probability - 90 %, action zone - 4.0 km;
  • AA defense long-range: continuous damage per second - 91, hit probability - 90 %, action zone - 6.9 km;
  • Number of explosions in a salvo - 5, damage within an explosion - 1820, action zone 3.5 - 6.9 km.

Maximum speed - 33.0 kt. Turning circle radius - 780 m. Rudder shift time – 10.7 s. Surface detectability – 12.7 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke  – 6.5 km.

Available consumables:

  • 1 slot - Damage Control Party 
  • 2 slot - Specialized Repair Teams (Duration time 20 s; HP per second 886.0; Reload time 80 s; Charges 3)
  • 3 slot - Hydroacoustic Search/Defensive AA Fire 
  • 4 slot - Fighter/Spotting Aircraft

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

Pan American Cruiser San Martin, Tier X

ORgfaf5Tl9v69OGhsaB6GnXnHZUD7hcyXF5oTy7W.jpg

Spoiler

Pan-American cruiser San Martin, tier X

Hit points – 49800. Plating - 25 mm. Fires duration: 30 s.
Torpedo protection - 7 %.
Main battery - 2x2 + 2x3 152 mm. Firing range - 17.0 km.
Maximum HE shell damage – 2200. HE shell armor penetration - 30 mm. Chance to cause fire – 11%. HE initial velocity - 915 m/s.
Maximum AP shell damage - 3400. AP initial velocity - 915 m/s.
Reload time - 6.0 s. 180 degree turn time - 7.2 s. Maximum dispersion - 143 m. Sigma – 2.05.
Combat Instructions:
HE shell armor penetration +40.0 %. Vehicle speed +10.0 %. Duration 60.0 s. Required shots: 5. Number of hits per salvo needed for salvo to be taken into account: 8
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 - 4900.0.
Torpedo tubes - 2x5 533 mm.
Maximum damage - 17500. Range - 10.5 km. Speed - 66 kt. Reload time - 106 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.

AA defense: 10x2 20.0 mm., 9x2 76.2 mm., 2x1 76.2 mm., 2x2 152.0 mm., 2x3 152.0 mm.

AA defense short-range: continuous damage per second - 123, hit probability - 85 %, action zone - 2.0 km;

AA defense mid-range: continuous damage per second - 375, hit probability - 90 %, action zone - 4.0 km;

AA defense long-range: continuous damage per second - 105, hit probability - 90 %, action zone - 6.9 km;

Number of explosions in a salvo - 5, damage within an explosion - 1890, action zone 3.5 - 6.9 km.

Maximum speed - 34.0 kt. Turning circle radius - 790 m. Rudder shift time – 11.4 s. Surface detectability – 11.3 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke  – 5.5 km.

Available consumables:

  • 1 slot - Damage Control Party
  • 2 slot - Specialized Repair Teams (Duration time 20 s; HP per second 996.0; Reload time 80 s; Charges 3)
  • 3 slot - Hydroacoustic Search/Defensive AA Fire 
  • 4 slot - Fighter/Spotting Aircraft 

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

 

Ships characteristics

American battleship Illinois, Tier IX

3QkgTjGILogf5giGjkZVU4zo8UDHjnVW6oZUXYSC.jpg

A variant of an Iowa-class battleship which is re-equipped with more powerful anti-aircraft guns and 203 mm main battery guns placed in quadruple-gun turrets.

The ship, unusual in its gameplay, has the highest rate of fire among the battleships in the game, at the cost of its small gun caliber. Good accuracy and improved ricochet angles for AP shells, as well as a significant number of main guns, will help you deal a lot of damage and constantly keep the enemy under fire. The battleship is most effective at medium range, but can prove itself in close combat due to her secondary armament with improved accuracy. Illinois can gain quite high speed, but has poor maneuverability in combat.

The ship can also have powerful air defense and an improved “Repair Party” consumable that restores more HP.

Battleship BB-65 Illinois, named after the 21st US state, was ordered in September 1940. She became the fifth, penultimate ship of the Iowa class. But the laying down and construction of Illinois was constantly delayed until, at 22% readiness, further construction was canceled in 1945. The battleship was excluded from the Navy register, but the hull remained on the slipway until 1958. 

Over the years that have passed from ordering to scrapping, several completion plans with a complete rework were proposed for BB-65 and her sister ship, who suffered the same fate—BB-66 Kentucky. First it was proposed to convert them into aircraft carriers. Illinois was almost volunteered to serve as a target ship for a nuclear weapons test, and BB-66, which was in a higher degree of readiness, was considered for completion as an anti-aircraft battleship, and later, as a guided missile ship. 

It seemed interesting to us at World of Warships to create an Iowa-class battleship with dual-purpose main battery guns. In 1946, it was even proposed to develop a new 4-gun turret with the same 203-mm Mk 16 guns as Des Moines-class cruisers had. In the process of actual design, it turned out that this automated turret system required large internal alterations of the ship, which would be have been more convenient to do with Illinois since she was only barely a fifth of the way completed. 

 

Ship characteristics

Spoiler

American battleship Illinois, tier IX

Hit points – 81100. Plating - 32 mm.
Torpedo protection - 25 %.
Main battery - 3x4 203 mm. Firing range - 18.5 km.
Maximum HE shell damage – 2800. HE shell armor penetration - 34 mm. Chance to cause fire – 14%. HE initial velocity - 823 m/s.
Maximum AP shell damage - 5000. AP initial velocity - 762 m/s.
Reload time - 10.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 245 m. Sigma – 1.80.
Airstrike (DC):
Reload time - 30.0 s. Available flights - 1. Number of Aircraft in Attacking Flight - 1. Maximum range - 10.0 km. Number of Bombs in Payload - 2. 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: 24x2 20.0 mm., 16x2 76.2 mm., 10x2 127.0 mm.

  • AA defense short-range: continuous damage per second - 280, 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 - 168, 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.

Maximum speed - 32.5 kt. Turning circle radius - 930 m. Rudder shift time – 17.2 s. Surface detectability – 15.9 km. Air detectability – 11.7 km. Detectability after firing main guns in smoke  – 10.5 km.

Available consumables:

  • 1 slot - Damage Control Party 
  • 2 slot - Repair Party (Duration time 28 s; HP per second 535.26; Reload time 80 s; Charges 4)

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

 

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

 

  • Cool 2
  • Funny 2

Share this post


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

Commanders!

Japanese Tier IX battleship Daisen and British Tier VIII aircraft carrier Colossus 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
08.12.2022 20:30
  • Development Blog

Daisen and Colossus – Closed Test 12.0

Japanese Tier IX battleship Daisen and British Tier VIII aircraft carrier Colossus have been added to the game for testing.

 

Japanese battleship Daisen, Tier IX

FhJsOpkcxLLNWwJUMViq4Z78sS6fyRToVb4pYzKm.jpg

 

A fast battleship with powerful guns and torpedo armament. Based on projects drawn up in the 1910s, the ship inherits a number of archaic features, including the placement of anti-mine guns in casemates.

The battleship is distinguished by her few but accurate main battery guns. The ship’s armament is also represented by torpedo tubes with a high range and torpedo damage. The battleship has a very high speed, but a large turning circle. 

The consumables arsenal of the ship is represented by the Damage Control Party, a Repair Party which restores an increased number of HP per second, as well as the choice between a Fighter or a Spotter with a significantly increased operating time. 

Daisen has poor armor for a Tier IX battleship and large dimensions, which make the optimal gameplay happen at medium-long range. At the same time, her good speed allows, if necessary, to change flanks or dictate range of engagement. 

Until the beginning of the 20th century, large Japanese warships—namely, battleships and cruisers—most often were named in honor of mountains. That’s not only because Japan is a mountainous country, but also because in traditional Japanese religion, mountains are considered the habitats of of powerful deities. Since many of these mountains are volcanoes, the association with powerful ships spewing equally destructive fire is quite appropriate.

According to the rules approved in 1905, the names of the mountains began being assigned to armored cruiser of the Japanese Navy, and then to the battlecruisers that eventually replaced them. However, in the case of ships being reclassified after refit—for example, Kongo-class battlecruisers which were converted into battleships in the 1930s—they were not renamed.

Our battleship Daisen is a development of a fast battlecruiser designed in 1916 as part of the first phase of the Navy's construction program known as the 8-8 Program. It is assumed that it also would have underwent a major modernization in 1939, retaining its name in honor of a volcanic mountain in southwestern Japan, considered sacred since ancient times, and where a highly revered Buddhist monastery has been located since the 8th century CE. Its temple complex is included in the list of Japan’s national treasures.

 
Spoiler

Japanese battleship Daisen, tier IX

Hit points – 69300. Plating - 32 mm.
Torpedo protection - 53 %.
Main battery - 4x2 410 mm. Firing range - 20.6 km.
Maximum HE shell damage – 6500. HE shell armor penetration - 68 mm. Chance to cause fire – 30%. HE initial velocity - 869 m/s.
Maximum AP shell damage - 12900. AP initial velocity - 870 m/s.
Reload time - 27.0 s. 180 degree turn time - 35.0 s. Maximum dispersion - 232 m. Sigma – 2.10.
Airstrike (DC):
Reload time - 30.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 5.0 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4200.0.
Torpedo tubes - 4x4 610 mm.
Maximum damage - 20967. Range - 10.0 km. Speed - 67 kt. Reload time - 150 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.7 km.
Secondary Armament:

  • 10x2 127.0 mm, range  - 7.0 km.
  • Maximum HE shell damage – 2100. Chance to cause fire – 8%. HE initial velocity - 725 m/s
  • 16x1 140.0 mm, range  - 7.0 km.
  • Maximum HE shell damage – 2400. Chance to cause fire – 10%. HE initial velocity - 850 m/s

AA defense: 24x3 25.0 mm., 20x1 25.0 mm., 10x2 127.0 mm., 16x2 40.0 mm.

  • AA defense short-range: continuous damage per second - 231, hit probability - 85 %, action zone - 2.5 km;
  • AA defense mid-range: continuous damage per second - 298, hit probability - 75 %, action zone - 3.5 km;
  • AA defense long-range: continuous damage per second - 119, hit probability - 75 %, action zone - 5.8 km;
  • Number of explosions in a salvo - 6, damage within an explosion - 1540, action zone 3.5 - 5.8 km.

Maximum speed - 35.0 kt. Turning circle radius - 1100 m. Rudder shift time – 16.0 s. Surface detectability – 16.5 km. Air detectability – 11.5 km. Detectability after firing main guns in smoke  – 16.6 km.

Available consumables:

  • 1 slot - Damage Control Party 
  • 2 slot - Repair Party 
  • 3 slot - Fighter/Spotting Aircraft (Duration time 240 s; Main battery firing range +20.0%; Reload time 90 s; Charges 3)

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

 

British aircraft carrier Colossus, Tier VIII

exM1TwC3JvtAsATwa8j0IkAxyBkZ2joO7c7Tyux7.jpg

 

The lead ship in a series of “light naval aircraft carriers” built in the UK at the height of World War II. The Colossus is an intermediate link between high-speed attack aircraft carriers and low-speed escort aircraft carriers.

The aircraft carrier is armed with three types of squadrons - attack aircraft with AP rockets, torpedo bombers, and bombers that drop HE bombs in level flight.

Attack aircraft rockets have good armor penetration, which will allow them to deal good damage to various types of targets. The torpedo bombers have a good health pool, but low speed. Also, the torpedo bomber squadron contains only 2 attacking flights of three aircraft. The bombers carry a large number of high-explosive bombs, but have a large spread ellipse.

At the same time, the aircraft carrier itself has a low speed, which will make it difficult to quickly change position. She also has no secondary armament and weak air defense.

 

Ship characteristics

Spoiler

British carrier Colossus, tier VIII

Hit points – 47600. Plating - 19 mm.
Torpedo protection - 13 %.
Airstrike (DC):
Reload time - 25.0 s. Available flights - 1. Number of Aircraft in Attacking Flight - 1. Maximum range - 7.0 km. Number of Bombs in Payload - 1. Maximum bomb damage - 4200.0.

AA defense: 6x4 40.0 mm., 19x1 40.0 mm.

  • AA defense mid-range: continuous damage per second - 438, hit probability - 100 %, action zone - 3.5 km;

Maximum speed - 25.0 kt. Turning circle radius - 890 m. Rudder shift time – 10.7 s. Surface detectability – 11.4 km. Air detectability – 9.7 km. Detectability after firing main guns in smoke  – 0.0 km.

Available consumables:

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

Aircraft:
Attack aircraft
Hit points - 1460, cruising speed - 169.0 knots, maximum speed - 209.0 knots, size of attacking flight - 3, aircraft per squadron - 9, aircraft restoration time - 83 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Rockets in payload - 6, maximum rocket damage - 3400.

Torpedo bombers
Hit points - 2060, cruising speed - 127.0 knots, maximum speed - 162.0 knots, size of attacking flight - 3, aircraft per squadron - 6, aircraft restoration time - 62 s, detectability range - 10.0 km, number of aircraft on deck - 9.
Torpedoes in payload - 1, maximum torpedo damage - 5200, aerial speed - 35 knots, torpedo range - 2.4 km, torpedo arming distance 329 m.

Dive bombers
Hit points - 2230, cruising speed - 130.0 knots, maximum speed - 165.0 knots, size of attacking flight - 3, aircraft per squadron - 9, aircraft restoration time - 76 s, detectability range - 10.0 km, number of aircraft on deck - 12.
Bombs in payload - 6, bomb type - HE, maximum bomb damage - 4700.0, armor penetration - 32 mm, chance to cause fire – 27 %.

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

 

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

 

  • Cool 3

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 28 Minuten, YabbaCoe sagte:

Commanders!

Early access to US hybrid battleships, unique Pan-Asian commander, Airship Escort, and other new features.

Let's talk about the main new features of the first update of 2023.

 

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
08.12.2022 21:00
  • Development Blog

Early access to US hybrid battleships, unique Pan-Asian commander, Airship Escort, and other new features – Closed testing 12.0

Let's talk about the main new features of the first update of 2023.

 

Pan-Asian Unique Commander and Lunar New Year Celebration

 

In Update 12.0, the celebration of the Lunar New Year will begin. As part of this event, a new collection, "The Age of Sa Zhenbing," will appear in the game, recounting the biography of this famous admiral as well as the naval history of China in the era of armor and steam.

The collection consists of 5 sections with 4 elements each. Completing sections will bring one day of Warships premium account, and the reward for collecting the entire collection will be the unique Pan Asian commander Sa Zhenbing himself and an achievement.

eK6pNt7r9Ep46k6c0xsPm2KTK5lULn9ggy7gOr8S.jpg

 

The commander has improved skills:

  • For aircraft carriers:
    • "Improved Engine Bosst" - Squadron engine boost duration +7.5% instead of the standard +5%;
  • For battleships:
    • "Vigilance" - Torpedo acquisition range +35% instead of the standard 25%.
  • For cruisers and destroyers:
    • "Consumables specialist" – Consumable action time -12.5% instead of the standard -10%.
    • "Consumables Enhancements" - Consumable action time +12.5% instead of the standard +10%.

Sa Zhenbing also has unique talents :

  • "Increased Combat Readiness" - Triggered once per battle upon obtaining the "Combat Scout" achievement and reduces squadron preparation time and main battery reload time by 20%.
  • "Torpedo Master" - Triggers once per battle when scoring 6 torpedo hits and increases the speed of torpedoes by 5%, reduces the cooldown of the "Torpedo Reload Acceleration" consumable by 25%, and adds 1 charge to this consumable.
  • "Standby stocks" - Triggers upon receipt of every 1,500,000 units of potential damage and reduces consumable reload time by 6.5%.

Collection items can be obtained from standard Age of Sa Zhenbing containers, which will be rewarded for completing a special chain of combat missions, completing Battle Pass levels, and from Premium Age of Sa Zhenbing containers, which will be available in the Armory and Premium Shop.

 

DV2etxieFDmv62Rm02EeDQCR9IdhnUGWDEb4Qdhy.jpg

WlEwIc64DszRlRSqSLiKPhr66F9YinJ8vZoYrYfF.jpg

 

Also, a number of interface improvements have been made to the "Collections" section in the port, in particular, the ability to go to the Armory directly from the collection screen to purchase the corresponding containers has been added.

 

Airship Escort

 

In Update 12.0, the Dirigible Derby temporary battle type will return with the new title - Airship Escort!

LYpD85FyeNNY3CHrb4kokCLhQVvvDHwjQjlUMIvR.jpg

DIPJewWqOOQxtBqlJDNlYaw0Ni1lG6upfghM6TPw.jpg

Tzy57UYcm2D5NzqsFgWSX7trWBlWYHwwxSSdGsiB.jpg

 

The rules are similar to the event that took place in Update 0.11.1: each team has an invulnerable airship moving along a fixed route. The task of each team is to be the first to escort their airship to the end of the route or to destroy all enemy ships.

Airship escorts are in for a number of improvements:

  • Tier VIII-X ships of all types will be able to participate in Airship Escort in a 12x12 format 
  • Battles will take place on a larger pool of maps, and airship routes will be updated on a number of old ones.
  • Now, if your team speeds up an allied airship and slows down the enemy one at the same time, the allied airship will receive an additional acceleration. This change will make it so the battle drag on when one of the teams was able to gain a serious advantage over the enemy. 
  • At the same time, interesting battles in which the forces of the opponents are equal will last a little longer due to the reduction in the base speed of the airships.
  • Escorting an allied airship, as well as slowing down the enemy, will bring additional experience and credits.
  • Updated and improved combat interface.

You can get special achievements for this type of battle, and earn Community tokens for completing daily and weekly combat missions.

 

ASW armament for Dutch cruisers

 

Added Depth Charge weapons for researchable Dutch cruisers.

Tier

Max Damage

Number of charges

Number of bombs in charge

Recharge time

V

2,000

2

4

40 s

VI

2,000

2

4

40 s

VII

2,000

2

6

40 s

VIII

2,000

2

8

40 s

IX

5,000

2

4

40 s

X

5,000

2

4

40 s

 

Ranked battles

 

Patch 12.0 will kick off Ranked Season 10, which will run until the end of Update 12.1. 

Battles will be held in the 6 vs 6 format on ships of the following Tiers:

  • Bronze League – Tier VI.
  • Silver League - Tier VIII.
  • Gold League – Tiers IX - X.

All ship types except submarines will be able to participate in battles.

In the Gold League and Bronze League, the retention of one star in the losing team by the player who earned the most experience has returned, and the number of stars required to pass these leagues will also change accordingly.

Details on the upcoming Ranked Season will be released at a later date. 

 

Brawl

 

In 12.0, 2 Brawls will be held in the following formats:

First Brawl:

  • January 30 - February 5.
  • 6 vs 6 on Tier VIII ships
  • Restrictions :
    • No more than 1 aircraft carrier.
    • No more than 3 battleships, 3 cruisers, and 3 destroyers.
    • No more than 1 submarine.
    • Divisions are not allowed.

Second Brawl:

  • 6 - 12 February.
  • 6v6 on Tier X ships
  • Restrictions :
    • No more than 1 aircraft carrier.
    • No more than 3 battleships, 3 cruisers, and 3 destroyers.
    • No more than 1 submarine.
    • Divisions are not allowed.

Adding and editing content

 

Update 12.0 will begin early access to researchable American hybrid battleships. 

In honor of the event, the Stormy Sky permanent camouflages for Nebraska, Delaware and Louisiana, and the American Battleships commemorative flag have been added to the game. The port of New York has also been updated.

 

WL4cowsWAFANMPvCjzCVgZC73xvsORMvxgNwoXvZ.jpg

xJsraAmWE5LJj5h9id336vr1G2h7WrbazHcXSXu3.jpg

9gmi6vdxclsSVNmdeYuKYNpQvfUBJaMACYFt400A.jpg

goGw8oTfiRfUHzBgV7KFkSi2dHcGsQ2RQYexI6Kv.jpg

Od6c8G43tH5VDT41Q1L3gEzC1QqBsBjFf5VXdqgw.jpg

5qIIynDocT5uv9S97r7G0isDGXvO5Gp5c1cA3vj7.jpg

 

The "Mid-Autumn Festival" permanent camouflages for Dunkerque, Prinz Eugen, Kaga, and Warspite have been updated.

WwtQ8rqVe04s3VTIIHvKm2QMGYTmgqngqCIynTDL.jpg

VQ5jl1eucnKW66WVDSNfU6mhTOQRDzoCzV0CMXg9.jpg

pKLCzqFqb2DILHBDFcw8t9iCbH4y4DDhYzuufseo.jpg

OAKa5WqXlznAfrhEALw16M4AVPGEHPeHQwt7MyOH.jpg

 

The Update numbering will change—the first update of the year will be numbered 12.0.

The animation of all flags in the game has been updated - their movement has become more realistic. Their lighting has also been improved, making them look like real fabric.

 

Added the following to the game:

  • "Double-Flavor Hot Pot", "Braised Shrimps" and "Braised Fish in Brown Sauce" patches.

SArdAYQOnorHYXiAzXCkX2FgHil6B43iHoewvTDp.jpg

  • "Dumpling" expendable camouflage.

LNVatfB8vPckuCMdE2GOUznwC8Paml8sz2rfYENK.jpg

  • Commemorative flags "Colossus", "Illinois" and "Daisen."
  • Achievement and commemorative flag "EAT PLAY TALK 2023."
  • Achievements "Salamander" and "Hurricane. Salamander" 

H9srkjfztNlMk83anVHqRsBdAyj4EnLC4BSQDV84.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.

 

  • Cool 4
  • Funny 1

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 25 Minuten, YabbaCoe sagte:

Commanders!

We’re talking about future changes to the Combat Instructions mechanic.

In Update 12.0, we ill be updating the interface and some of the settings tied to the Combat Instructions mechanic currently available to some Superships.

 

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
13.12.2022 08:00
  • Development Blog

Changes to Combat Instructions – Closed Test 12.0

We’re talking about future changes to the Combat Instructions mechanic

 

In Update 12.0, we ill be updating the interface and some of the settings tied to the Combat Instructions mechanic currently available to some Superships.

  Hannover

  • Number of adjustment firing salvoes required to activate Combat Instructions reduced: 12 to 10.

  Satsuma

  • Number of adjustment firing salvoes required to activate Combat Instructions reduced: 12 to 10.
  • Amount of time spent without firing on target until adjustment firing progress begins to decay reduced: 50 to 45 s.
  • Rate of decay of adjustment firing progress increased: 16.7% per tick to 20%

  Admiral Ushakov

  • Number of adjustment firing salvoes required to activate Combat Instructions reduced: 12 to 10.
  • Amount of time spent without firing on target until adjustment firing progress begins to decay reduced: 60 to 50 s.
  • Rate of decay of adjustment firing progress decreased: 16.7% per tick to 15%

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

 

  • Cool 3

Share this post


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

Commanders!

Based on testing results, we’re applying changes to Brisbane, Z-42, Nebraska, Louisiana, Alliance and Dupleix.

 

Read more

 

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

Zitat
27.12.2022 13:00
  • Development Blog

Changes to Test Ships – 12.0 Closed Testing

Based on testing results, we’re applying changes to Brisbane, Z-42, Nebraska, Louisiana, Alliance and Dupleix.

 

X Brisbane

  • Torpedo range increased: 12.5 to 13.5 km.

X Z-42

  • Torpedo range increased: 7.5 to 10 km.

VIII Nebraska

  • Main battery firing range with the researchable Gun Fire Control module reduced: 22.7 to 21 km.

X Louisiana

  • Changed the parameters of the bomber squadron’s attack:
    • Planes' maneuverability during the preparation to attack and when attacking increased by 33%;
    • Bombs' minimum dispersion reduced by 50%.

VIII Alliance

  • Changed parameters of acoustic homing torpedoes:
    • Maximum damage increased: 5067 to 5700;
    • Chance to cause flooding reduced: 77 to 29%.
  • Changed parameters of alternative torpedoes:
    • Maximum damage increased: 9867 to 11000;
    • Chance to cause flooding reduced: 75 to 63%.

VI Dupleix

  • Main battery firing range reduced: 16.9 to 15.5 km.
  • Detectability range by ships increased: 12.1 to 13.8 km.
  • Detectability range after firing main guns in smoke increased: 7.1 to 8.5.

The changes will take effect at the second stage of 12.0 Public Test, and on December 29th on the main server. 

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

 

  • Cool 7

Share this post


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

Commanders!

We're applying balance changes to the following ships based on an analysis of both their combat statistics as well as player feedback: Japanese Tier VII cruisers, Marlborough, Renown, Buffalo, Dalian, Sejong and Ragnar.

 

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
28.12.2022 13:00
  • Development Blog

Balance Changes — Public Test 12.0

We're applying balance changes to the following ships based on the analysis of both their combat statistics as well as player feedback: Japanese Tier VII cruisers, Marlborough, Renown, Buffalo, Dalian, Sejong and Ragnar

 

VII Omono, VII Tokachi, VII ARP Myōkō, VII ARP Ashigara, VII Eastern Dragon, VII Southern Dragon, VII ARP NachiVII ARP Haguro

  • Amount of Depth Charge Airstrike available flights increased from 1 to 2.

VIII ARP Maya

  • Depth Charge Airstrike maximum range increased from 5 to 7 km.

IX Marlborough

  • Restoration of hit points after receiving damage to the parts of the hull increased from 50% to 60%.

VI Renown

  • Main battery reload time reduced from 26 to 25 s.

IX Buffalo

  • Main battery reload time reduced from 11.5 to 11 s.

IX Dalian

  • Main battery reload time reduced from 5.5 to 5.2 s.

IX Sejong

  • Main battery reload time reduced from 5.5 to 5.2 s.

X Ragnar

  • Damage by medium-range AA guns reduced from 673 to 669.

The changes will take effect at the second stage of 12.0 Public Test.

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

 

  • Cool 6

Share this post


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

Commanders!

Based on the testing results and your feedback, we are changing the concept of Pan-American cruisers.

The goal of developing this branch was to create gameplay where Combat Instructions would play an important role. Based on the results of testing, it turned out that the ships did not meet this expectation.

 

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
29.12.2022 10:00
  • Development Blog

Pan-American cruisers changes - Closed Test 12.0

Based on the testing results and your feedback, we are changing the concept of Pan-American cruisers.

 

The goal of developing this branch was to create gameplay where Combat Instructions would play an important role. Based on the results of testing, it turned out that the initial concept did not meet this expectation.

The following changes are being made to the branch:

  • HE shells are removed. Ships will be armed with only AP shells with improved ricochet angles.
  • Combat Instructions are changed: the progress bar is filled with any main battery hits. Bonus of Combat Instructions: significant reduction of consumables reload time.
  • Starting from Tier VI, the reload time of all consumables, except Spotter Aircraft, is 180 seconds, while the Spotter has 240 seconds. The default number of all consumables is 4. The ships also have regular Damage Control Party with unlimited charges.
  • Now the "Defensive AA Fire" consumable is an available choice starting from Tier VII, and the "Spotter Aircraft" from Tier VIII.
  • Surveillance Radar consumable is added to Tier VIII-X ships (Detection of ships - 9 km, action time - 25 s.)
  • Specialized Repair Teams at Tier VI and above ships now restore 80% of the damage taken in any part of the ship, and Repair Party of Tier II-V ships restores 50%.

The preferred combat range is medium and thanks to the Surveillance Radar and benefits of the Repair Party, the ships will be effective in engagements over key areas, as well as those in open water. The updated Combat Instructions encourage aggressive gameplay, rewarding constant firing and allowing you to use your ship's consumables more often.

 

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

 

  • Cool 6

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 31 Minuten, YabbaCoe sagte:

Commanders!

Let's talk about the main new features of the 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
12.01.2023 19:00
  • Development Blog

Early access to British submarines, collective combat missions, new settings for Domination mode, and other new features – Closed testing 12.1

Let's talk about the main new features of the of the upcoming Update.

 

Early access to British submarines

 

Update 12.1 will mark the start of the Early Access event for the British submarines branch.

To complement the event, the new permanent camouflages Iron Resilience for Sturdy and Victoria Cross for Thrasher will be added to the game, together with the British submarines commemorative flag.

 

gFgezTls1RN3BAVN54NTJ1DL8dKZMbwqdyeVsfD5.jpg

QwI5m3esQDW8fvT7U8nAjSs5SzbDjigAobpZxIIw.jpg

QnUluXgjzv0jA2e17d67BarEBl1EFDKIfzZYVYLn.jpg

 

Collective combat missions

 

In 12.1, collective combat missions will make their appearance in the game. Progress towards achieving the objective for this type of mission will be shared between all players on the server, with each individual participant contributing their own amount. Collective combat missions can come in the form of either chains or standalone objectives.

After completing a collective combat mission, all players who contributed to it will receive the final reward. It is possible that a collective combat mission is completed before the mission’s expiration date. In this case, only those players who managed to contribute to it in time will receive the reward.

 

New Domination mode settings

 

We’re planning to test a modified version of the 3-cap Domination mode from Random Battles. The new settings are aimed at reducing the number of edge cases where battles go too fast or too slow.

The starting number of points per team at the beginning of the battle, as well as the number of points awarded to a team and taken from the other when a ship is destroyed, have been revised:

  • The starting points for each team are set to 200
  • When an enemy ship is destroyed, the team is awarded 40 points, regardless of the destroyed ship’s type.
  • When a friendly ship is destroyed, the team has 32 points deducted from its score, regardless of the destroyed ship’s type.

This modified version of Domination mode will be tested on the maps “New Dawn,” “Fault Line,” “Shards,” “Trident,” “Neighbors,” “Crash Zone Alpha,” “Northern Waters,” and “The Faroe Islands.” We will test the modified mode during the 12.1 Closed and Public tests, and then, based on the results, decide on its fate.

 

Clan battles

 

From 20 February until 10 April, the 20th season of Clan Battles, code named “Salamander,” will take place. Format: 7 vs. 7 on Tier X ships. Restrictions: no aircraft carriers or submarines and no more than 2 battleships per team.

 

We will share further details about the new season of Clan Battles at a later date.

 

Technical Improvements

 

Added dynamic music for submarines which will match the gameplay of this ship type. It will adapt to the situation in battle or not and will depend on whether the submarine is surfaced or submerged. The new music will be available with the “Dynamic” and “Mixed” music modes, as they appear in the Audio settings screen.

 

Updated the way aircraft squadrons are displayed on the decks of aircraft carriers both in port and when in battle. Now, the aircraft on deck will reflect the available squadrons. The number of aircraft of each squadron on deck is equal to the size of its attacking flight.

giW3tYkjbZEThhO6OHA2WJBs2tuAT37u0XKTWL1H.jpgF5oFADcc0vUHxxsXm8aY5Yv8Ufnfvqo1BoEfBFYK.jpg

 

Adding and editing content

Added the following to the game:

  • Commanders: Anne Bonny and Vera Mikhailova

7JoN6x95pduia7uUuiAj5k0TmJOltTd1gKzfwCjM.jpg

nT3XwOLRsOk0Ys6twgG3sqMB3jmkw69HwsEc9KI0.jpg

 

  • “Queen of the Seas” commemorative flag and patch.

IO4jyEO37oRXavj3f5iJGQLEu2qNFkl7L64S3lgJ.jpg

 

  • World of Wargaming patch

IkkFixw9XKHh1cPYkjOMKtWw8fhdN8XMA8TWr22w.jpg

 

The appearance of content related to the Community Contributors program has been updated to accommodate the new World of Warships logo.

rQsszZyOsZGg4Zl2KFXmbnHTO82vzEfo92EL6dzq.jpg

xdqDanPESBYlAjdqLmyN60NS4aiHbpk33mDVIT1U.jpg

 

Updated a number of containers:

The composition of the Special Premium Ship containers will become similar to the standard Premium Ship containers. Compensation in Premium Ship containers will be in Credits, and for Special Premium Ship containers – in Doubloons. The name of the special ones will also be updated to be called “Elite” containers.

The contents of the Journey to the West containers and the Air Supply premium container will be updated.

 
«Journey to the West» container composition
Spoiler

One item from the list — 100%, of which:

  • 8 special bonuses — «Credits +40%» — 10%;
  • 8 special bonuses — «Ship XP +200%» — 10%;
  • 8 special bonuses — «Commander XP +200%» — 10%;
  • 8 special bonuses — «Free XP +600%» — 10%;
  • 3 rare bonuses — «Credits +160%» — 2%;
  • 3 rare bonuses — «Ship XP +800%» — 2%;
  • 3 rare bonuses — «Commander XP +800%» — 2%;
  • 3 rare bonuses — «Free XP +2400%» — 2%;
  • 250 doubloons — 2%;
  • 1 day of Warships Premium Account — 27%;
  • 5000 Free XP — 14.6%;
  • 2000 Coal  — 8%;
  • One of the Pan-Asian ships: (Bajie, Wujing, Wukong or Sanzang with a Port Slot and a commander with 10 skill points) — 0.4%;

If you already have all items from the "Ships" group, you will receive 5000 Free XP

 

«Journey to the West» premium container composition
Spoiler

One item from the list — 100%, of which:

  • 15 rare bonuses — «Credits +160%» — 10%;
  • 15 rare bonuses — «Ship XP +800%» — 10%;
  • 15 rare bonuses — «Commander XP +800%» — 10%;
  • 15 rare bonuses — «Free XP +2400%» — 10%;
  • 1250 doubloons — 5%;
  • 8 days of Warships Premium Account — 16%;
  • 99000 Elite Commander XP — 11%;
  • 32000 Free XP — 10%;
  • 12500 Coal  — 8%;
  • One of the Pan-Asian ships: (Bajie, Wujing, Wukong or Sanzang with a Port Slot and a commander with 10 skill points) — 10%;

If you already have all items from the "Ships" group, you will receive 32000 Free XP

 

«Air Supply» premium container composition

Spoiler

One item from the list — 100%, of which:

  • 14 rare bonuses — «Credits +160%» — 17%;
  • 14 rare bonuses — «Ship XP +800%» — 17%;
  • 14 rare bonuses — «Commander XP +800%» — 17%;
  • 14 rare bonuses — «Free XP +2400%» — 17%;
  • 12500 Coal  — 10%;
  • 32000 Free XP — 10%;
  • One of the ships (Graf Zeppelin, Hornet, Bearn, Aquila, Indomitable, Ark Royale, Chkalov, Saipan or Kaga with a Port Slot and a commander with 10 skill points) — 12%;

If you already have all items from the "Ships" group, you will receive 2500 doubloons.

 

Updated the Distant Voyages premium container:

  • Now 3 items will drop from one container.
  • The drop rate of permanent camouflages has been increased: it will have a 50% chance of dropping in one of the slots.
  • The value of the guaranteed drop counter has been changed: the number of containers that must be opened for a guaranteed drop of a reward from a group of unique items has been reduced from 17 to 5.
 

«Distant Voyages» premium container composition

Spoiler
  • One item from the list — 100%, of which:
    • 10500 Elite Commander XP — 33.3%;
    • 3500 Free XP — 33.3%;
    • 225000 Credits — 33.3%;
  • One item from the list — 100%, of which:
    • 1 out of 309 permanent camouflages — 50%, of which:
      • Special permanent camouflage — 20%;
      • Rare permanent camouflage — 17,5%;.
      • Unique permanent camouflage — 12,5%;
    • 1 out of 78 types of expendable camouflages  — 46,8%, of which:
      • 35 single-colored camouflages — 39,6%;
      • 25 abstract or themed camouflages  — 7,2%;
    • 1500000 Credits  — 3,2%;
  • One item from the list — 100%, of which:
    • 10500 Elite Commander XP — 33.3%;
    • 3500 Free XP — 33.3%;
    • 225000 Credits — 33.3%;

If you already have all items from the "Permanent camouflages" group, you will receive 2500000 credits.

 

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

 

  • Cool 5
  • Funny 2

Share this post


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

Commanders!

Pan-American cruiser Almirante Grau and British battleship Cumberland have been added to the game for testing.

 

Read more

 

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

Zitat
12.01.2023 23:00
  • Development Blog

New ships – Closed Test 12.1

Pan-American cruiser Almirante Grau and British battleship Cumberland have been added to the game for testing.

 

Pan-American cruiser Almirante Grau, Tier VIII

gCx1MXWvHvhvLi4IL1EB8TmLj7Jpdh5ItWfAeLRn.jpg

A De Zeven Provinciën-class cruiser purchased by the Peruvian Navy from the Netherlands and named after Admiral Miguel Grau Seminario.

Almirante Grau is armed with eight 152 mm main battery guns placed in four twin turrets with 360-degree turning capabilities.

The main feature of the ship is the presence of Combat Instructions. When activated, they reduce the main battery reload time and improve both the ship's acceleration and maneuverability.

The ship has weak armor, which is compensated by her access to an improved "Repair Party" consumable, which restores 50% of citadel damage received and has an enhanced HP recovery rate. Almirante Grau can also equip either "Hydroacoustic Search" or "Defensive AA Fire" in one consumable slot.

 

Ship's characteristics

Spoiler

Pan-American cruiser Almirante Grau, Tier VIII

Hit points – 33900. Plating - 25 mm. Fires duration: 30 s. Torpedo protection - 19 %.

Main battery - 4x2 152 mm. Firing range - 16.1 km. Maximum HE shell damage – 2150. HE shell armor penetration - 30 mm. Chance to cause fire – 11%. HE initial velocity - 900 m/s. Maximum AP shell damage - 3000. AP initial velocity - 900 m/s. Reload time - 4.5 s. 180 degree turn time - 22.5 s. Maximum dispersion - 144 m. Sigma – 2.00.

Combat instructions:

Main battery reload time -20%, Time for the engine to reach maximum power -25.0 %. Ship's maximum speed +10.0 %. Action time 60.0 s. Number of hits per salvo needed for salvo to be taken into account - 5. Number of adjustment firing salvoes required - 5. Time spent without firing on target until adjustment firing progress begins to deplete - 30 s. Interval between steps of depletion of adjustment firing progress - 5 s. Rate of depletion of adjustment firing progress - 8,3%.

Depth charges:
Maximum damage - 2000.0. Number of charges - 2. Bombs in a charge - 6. Reload time - 40.0 s.

AA defense: 8x1 40.0 mm., 4x2 57.0 mm., 4x2 152.0 mm.
AA defense mid-range: continuous damage per second - 672, hit probability - 90 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 74, hit probability - 90 %, action zone - 6.9 km;
Number of explosions in a salvo - 4, damage within an explosion - 1680, action zone 3.5 - 6.9 km.

Maximum speed - 32.0 kt. Turning circle radius - 700 m. Rudder shift time – 9.1 s. Surface detectability – 11.9 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke  – 5.9 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Repair Party (Duration time 20 s; HP per second 237.3; Reload time 80 s; Charges 3)
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.

 

Tier X British battleship Cumberland has also been added to the game to use as a platform for testing settings on future ships. The ship's model is that of battleship Marlborough, but with the parameters of main battery and consumables of battleship Sovetsky Soyuz.

 

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

 

  • Cool 5
  • Funny 1

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 2 Minuten, YabbaCoe sagte:

Commanders!

Based on testing results, we’re applying changes to Pan-American cruisers, Nebraska, Dupleix, Ning Hai, Hector, and Brisbane. Small fixes are also being made to some other test ships.

 

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
13.01.2023 13:00
  • Development Blog

Changes to Test Ships – Closed Test 12.0

Based on testing results, we’re applying changes to Pan American cruisers, Nebraska, Dupleix, Ning Hai, Hector, and Brisbane. Small fixes are also being made to some other test ships.

 

Tier VI-X Pan-American cruisers

  • Idle time before the Combat Instructions meter begins to deplete has been increased: 6 to 10 s.
  • Rate at which the Combat Instructions meter depletes after a period of inactivity has been decreased: one tick per second to one tick every two seconds.

Pan-American cruiser Coronel Bolognesi, Tier VII

  • Combat Instructions parameters changed for the Hull A module:
    • Action time reduced: 60 to 30 s.
    • Amount of the total Combat Instructions meter capacity lost per tick after a period of inactivity increased: 8% per tick to 25% per tick.

American battleship Nebraska, Tier VIII

  • Main battery reload time increased: 27 to 30 s.

French cruiser Dupleix, Tier VI

  • Main battery firing range reduced: 15.5 to 15 km.

Pan-Asian cruiser Ning Hai, Tier III

  • Main battery firing range reduced: 13.7 to 12.7 km.

Commonwealth cruiser Hector, Tier IX

  • Detectability range by sea increased: 10.5 to 11.6 km.
    • Detectability range after firing the main battery in smoke increased: 4.6 to 5.3 km.
  • Hydroacoustic Search consumable replaced with Short-Range Hydroacoustic Search, similar to the one present on British destroyers.

Commonwealth cruiser Brisbane, Tier X

  • Main battery reload time reduced: 6 to 5 s.
  • Surveillance Radar consumable action time reduced: 40 to 20 s.
  • Surveillance Radar consumable ship detection range increased: 10 to 12 km.
  • Detectability range by sea increased: 11.5 to 12.1 km.
    • Detectability range after firing the main battery in smoke increased: 5.6 to 6.1 km.

Fixed a bug with the maximum sonar range of British submarines Undine, Sturdy, Thrasher, and Alliance: now it is equal to the homing torpedo range.

Fixed a bug due to which the Depth Charge Airstrike did not work on Tier V Pan-American cruiser La Argentina. Also fixed the incorrect range of the Airstrike.

 

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

 

  • Cool 5

Share this post


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

Commanders!

Tier VII Soviet destroyer Tashkent '41 has been added to the game for testing.


Read more

 

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

 

Zitat
13.01.2023 17:00
  • Development Blog

Tashkent '41 – Closed Test 12.1

Tier VII Soviet destroyer Tashkent '41 has been added to the game for testing.

 

Soviet destroyer Tashkent '41, Tier VII

itTXpiRiHCeMm6u7vG4NDCt9TTu8eoF1U7NL8bED.jpg

 

A destroyer leader designed and built at the Odero-Terni-Orlando shipyard in Livorno, Italy, as part of an order placed by the Soviet Navy. She was initially equipped with three 130 mm B13 gun mounts, which historically remained aboard the ship until July 1941.

 

Despite the differences in the composition of its main battery, Tashkent '41 shares many similarities with its researchable Tier IX analog: high speed, high HP for the tier, limited maneuverability.

 

Strictly in terms of gameplay, however, there are marked differences between the two variants of the ship. Tashkent '41 is primarily a torpedo-centric destroyer thanks to the long range of her nine torpedo tubes and access to the "Torpedo Reload Booster" consumable. The new ship also lacks the "Smoke Generator" and "Repair Party" consumables. 

 

Detailed parameters of the ship are currently in development and will be announced later.

 

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

 

  • Cool 2

Share this post


Link to post
Share on other sites
[PUPSI]
Freibeuter
15,160 posts
Vor 51 Minuten, YabbaCoe sagte:

Commanders!

We are adjusting the parameters of some ships before they begin testing. The changes will be applied to Tashkent '41 and Almirante Grau. We are also ready to share the initial characteristics of Tashkent '41.

 

Read more

 

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

Zitat
25.01.2023 16:00
  • Development Blog

Changes to test ships and Tashkent '41 stats revealed – Closed test 12.1

We are adjusting the parameters of some ships before they begin testing. The changes will be applied to Tashkent '41 and Almirante Grau. We are also ready to share the initial characteristics of Tashkent '41.

 

Pan-American cruiser Almirante Grau, Tier VIII

  • Main battery reload time increased: 4.5 to 7 s.
  • Changes to Combat Instructions:
    • Bonus to reload time increased: 20% to 66% faster
    • Removed bonuses to ship speed and acceleration rate
    • Duration reduced: 60 to 30 s.
    • The Combat Instructions meter now fills by 10% every 5 seconds the ship remains undetected
    • The progress bar starts to decay 30 seconds after being detected by the enemy
    • Decay rate: 10% for every 5 seconds the ship remains detected

The gameplay concept for Almirante Grau rests on her guns and good concealment values. The updated Combat Instructions will better suit this concept. However, in order to balance them out, the ship’s standard main battery reload time was increased.

 

Soviet destroyer Tashkent ‘41, Tier VII

  • Added a Smoke Generator consumable with similar characteristics as the one already present on Soviet Tier VII destroyers

We are also ready to share a stat breakdown of the ship:

 
Spoiler

Soviet destroyer Tashkent '41, tier VII

Hit points – 21200. Plating - 16 mm.
Main battery - 3x1 130 mm. Firing range - 10.5 km.
Maximum HE shell damage – 1900. HE shell armor penetration - 22 mm. Chance to cause fire – 8%. HE initial velocity - 870 m/s. Maximum AP shell damage - 2500. AP initial velocity - 870 m/s. Reload time - 4.0 s. 180 degree turn time - 18.6 s. Maximum dispersion - 94 m. Sigma – 2.00.

Depth Charges: Maximum damage - 2400.0. Number of charges - 2. Bombs in a charge - 6. Reload time - 40.0 s.

Torpedo tubes - 3x3 533 mm.
Maximum damage - 15100. Range - 10.0 km. Speed - 60 kt. Reload time - 70 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km.

AA defense: 6x1 12.7 mm., 6x1 45.0 mm.
AA defense short-range: continuous damage per second - 91, hit probability - 95 %, action zone - 1.5 km;
AA defense mid-range: continuous damage per second - 42, hit probability - 100 %, action zone - 2.5 km;

Maximum speed - 44.8 kt. Turning circle radius - 730 m. Rudder shift time – 4.8 s. Surface detectability – 8.4 km. Air detectability – 4.1 km. Detectability after firing main guns in smoke  – 3.4 km.

Available consumables:
1 slot - Damage Control Party (Duration time 5 s; Reload time 40 s; Equipment is unlimited)
2 slot - Smoke Generator (Duration time 20 s; Duration time 85 s; Radius 450.0 m; Reload time 160 s; Charges 3)
3 slot - Engine Boost 
4 slot - Torpedo Reload Booster (Duration time 1 s; Torpedo reload time 5 s; Reload time 160 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.

 

 

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

 

  • Cool 5

Share this post


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

Commanders!

We'd like to share details about the 20th season of Clan Battles

From February 20 till April 10, the 20th Clan Battles Season "Salamander" will be held in a 7 vs 7 format on Tier X ships. 

 

Read more

 

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

Zitat
26.01.2023 01:00
  • Development Blog

Clan Battles: Season 20 – Update 12.1

We'd like to share details about the 20th season of Clan Battles

 

From February 20 till April 10, the 20th Clan Battles Season "Salamander" will be held in a 7 vs 7 format on Tier X ships. 

The following restrictions will apply from the start of the season:

General restrictions

  • No aircraft carriers or submarines
  • No more than two battleships per team
    • After three weeks of the season the limit will change to no more than one battleship per team
  • No more than three mercenaries per Division

Restrictions on particular ships

  • Limited the number of X Petropavlovsk and X Napoli. One team may not have more than one of these ships in total.
  • No more than one X Marseille per team
  • Limited the number of X Marceau and X Kléber. One team may not have more than three of these ships in total.
  • Restricted ships: X Ohio,X VermontX KremlinX PreussenX St. Vincent, X ThundererX République, X Louisiana, X Småland.

This season you will be able to receive special rental Tier X ships for Clan Battles: X [Conqueror], X [Hindenburg], and X [Gearing]

 

Battles will be held on the following maps in the Domination mode: Atlantic, Islands of Ice, Sleeping Giant, Tears of the Dessert, Shatter, Estuary, Crash Zone Alpha, and Faroe Islands.

 

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

 

  • Cool 3

Share this post


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

https://blog.worldofwarships.com/blog/412

Zitat
26.01.2023 16:00
  • Development Blog

Improvements to island collision mechanics – Closed testing

In the near future, we will begin testing some improvements aimed at solving the occasional issue of ships getting stuck on or near islands.

 

The changes being tested involve updating the collision model of islands to exactly match their shorelines as visible from above water. This will put a stop to situations in which a ship passing near an island could get stuck in place and lose the ability to properly maneuver, even when there was no apparent visual contact between the ship and the land.

 

With the changes implemented, ships that come too close to land will “slip” away from it, thereby helping them to continue moving freely. If, however, a ship crashes bow-first into an island, it will still need to use the reverse gear to break free.

 

GWysv6ivAMHjQ1lmSWpGYLiupjCIGecegCee9fnk.jpg

EgR3CcAh2O5V0sX52muBimCGsKEgJdrSjMySI2CS.jpg

 

The map “Hotspot” has been updated to test these changes. If successful, we will gradually begin implementing the technique to all maps in the game.

 

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

 

  • Cool 7

Share this post


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

https://blog.worldofwarships.com/blog/413

Zitat
01.02.2023 16:00
  • Development Blog

Changes to Test Ships – Closed Test 12.1

Based on testing results, we’re applying changes to Joshua Humphreys, Pan American cruisers, Illinois, Colossus, and Ravenna. We also fixed a bug affecting concept test platform, Cumberland.

 

American Super destroyer Joshua Humphreys

  • Shell flight time has been adjusted depending on different firing distances: at long distances, shells will reach their target 15-20% faster than before; at short distances, shell flight time will only change slightly. As an extension of this change, the armor penetration of the ship’s AP shells will also increase slightly (by 10-20 mm, depending on the exact distance).
  • Removed the bonus to the chance to start fires given by the alternative firing mode.

Tier VI-IX Pan-American cruisers

  • The amount of damage taken in any part of the ship that can be restored by the Specialized Repair Teams consumable reduced: 80% to 70%
  • The HP recovery rate of the Specialized Repair Teams consumable reduced: 0.02% to 0.015% of the ship’s maximum HP per second
  • The filling rate for the Combat Instructions meter has changed:
    • Almirante Cochrane and Ignacio Allende: increased from 2% to 2.5% for “Main battery hits” ribbons
    • Coronel Bolognesi and Santander: increased 2% to 2.2% for “Main battery hits” ribbons

Pan-American cruiser Almirante Grau, Tier VIII

  • The “Repair party” consumable has been removed.

Almirante Grau's gameplay loop leans heavily on its unique Combat Instructions, which itself requires the ship to remain undetected for some time to activate the associated bonuses. The presence of the Repair Party consumable, along with the mentioned bonuses, allowed Almirante Grau to engage in short but efficient skirmishes, then retreat back into concealment to recoup any lost health along with its Combat Instructions meter. This tactic turned out to be overly effective.

American battleship Illinois, Tier IX

  • Main battery reload time reduced: 10 to 9 s.
  • Main battery shell dispersion reduced by 17%
  • HP reduced: 81,100 to 68,100
  • Reload time of secondary armament guns increased: 4 to 6 s.
  • Secondary battery shell dispersion increased to the standard value for Tier IX battleships 

By increasing the accuracy and reducing the reload time of the ship’s main battery, we can better highlight one of its most unique features: rapid-firing, numerous, and small caliber guns. To prevent these changes from making the ship excessively efficient, we’ve reduced Illinois’ HP pool.

The ship’s improved secondary armament did not give the ship any noticeable advantage during testing, and rarely came into play even when fully upgraded. Therefore, its settings were changed to the standard parameters of Tier IX battleships.

 

British aircraft carrier Colossus, Tier VIII

Changes to Attack aircraft:

  • Rocket dispersion increased by 17%. Reduced the chance of rockets hitting closer to the center of the crosshair
  • Aircraft recovery time increased: 83 to 90 s.

Changes to Bombers:

  • Bomb dispersion increased by 12%. Reduced the chance of bombs hitting closer to the center of the crosshair
  • Aircraft recovery time increased: 76 to 80 s.

Changes to Torpedo bombers:

  • Aircraft recovery time increased: 62 to 80 s.

Italian cruiser Ravenna, Tier X

  • Exhaust Smoke Generator cooldown increased: 60 to 80 s.

British battleship Cumberland, Tier X

Fixed a bug due to which the characteristics of the ship’s ASW weaponry did not conform to the standard for British battleships at its Tier.

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

 

  • Cool 1

Share this post


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

https://blog.worldofwarships.com/blog/414

Zitat
02.02.2023 10:00
  • Development Blog

Changes to Unique Upgrades – Public Test 12.1

Based on feedback and an analysis of their combat effectiveness, we are adjusting the parameters of some Unique Upgrades. The changes will affect Daring, Yueyang, Kleber, Z-52, Midway, Hakuryu, Henri IV, Minotaur, and Kremlin.

 

X Daring

  • Added a bonus to detectability: -5%
  • Torpedo tubes reload time bonus increased: -10% to -20%

X Yueyang

  • Main battery reload time bonus increased: -15% to -18%

X Kléber

  • Main battery reload time malus decreased: -80% to -60%

X Z-52

  • Added a bonus to torpedo speed: +5%

X Midway

  • Bomber cruise speed bonus decreased: +10% to +5%

X Hakuryū

  • Maximum squadron speed bonus decreased: +15% to +12.5%
  • Boost time malus increased: -20% to -30%

X Henri IV

  • Main battery reload time bonus decreased: +12% to +10%
  • Main battery range bonus decreased: 8% to 5%

X Minotaur

  • Smoke Generator action time bonus increased: 150% to 300%
  • Smoke dispersal time malus increased: -15% to -20%

X Kremlin

  • Removed the malus affecting the number of ship consumable charges.

Most of the unique upgrades listed above were less efficient to other upgrades in their slot and needed a small buff to become more competitive. In turn, upgrades for aircraft carriers and Henri IV had an unnecessary impact on the ship’s strength and so were weakened.

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

 

  • Cool 2

Share this post


Link to post
Share on other sites

×