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Public Test 0.5.10

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Supertester
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On the Game Portal front page in case anyone missed.

 

The August update is bringing German Battleships to the game, but there are tons of community-requested improvements as well. Test away!

The Public Test will be running from 9 August at 18:30 CEST until 15 August at 15:00 CEST. Keep in mind that this is a testing environment and unannounced maintenance and patch deployments can happen at any time during the Public Test phase.

What to expect in Public Test 0.5.10?


Balanced Divisions

No more "fail Divisions": The maximum difference between the Tiers of ships in a Division is now limited to one.

Colour blind Mode

We have added a mode that supports adaptation of the colour palette for players with the corresponding colour-vision deficiencies. To enable this mode, select the suitable option via the Settings screen. The intensity of the corresponding effect can be customised.

Audio

As part of the update 0.5.10 Public Test, you will have the chance to check out the many sound improvements that are being brought into the game with the latest update. Enemy detection messages, revamped sounds for bomb explosions and fires, and many other changes feature in this update.

 

Player's Profile

Thanks to your feedback, the Player's Profile now has statistics for the individual ships. It also includes the following data:

  • Total, average and highest damage (for a single battle) that allies caused to enemies spotted by the player
  • Total, average and highest number of enemy ships spotted by the player
  • Participation in capturing and defending key areas calculated as a percentage ratio (ratio of the points earned by the player to the points earned by the rest of the team)
  • Total, average and highest potential damage per battle

Post-Battle Statistics

The post-battle statistics screen now includes new data that helps when evaluating a player's performance, namely:

  • Damage the allies caused to enemies spotted by the player
  • Number of fires the allies caused to enemies spotted by the player
  • Potential maximum damage from shells, bombs and torpedoes that hit the player's ship and potential damage from shells, bombs and torpedoes that were fired/launched by the enemy at the player's ship but did not hit it
  • Number of enemy ships, squadrons and torpedoes spotted by the player
  • Capture and defence points

 

Please note that the above listed points about the post-battle statistics do not have any impact on the in-game economy yet. Currently this information is available only for players’ visibility, so that they can evaluate their combat efficiency more precisely. Please, provide your feedback! After analysing it, along with the gathered statistics, this data is planned to be integrated into the in-game economy in future updates, which will be announced at a later stage.

 

 

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Weekend Tester
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Public Test 0.5.10 Preps You For German Battleships

 

Balanced Divisions

No more "fail Divisions": The maximum difference between the Tiers of ships in a Division is now limited to one.

Colour blind Mode

We have added a mode that supports adaptation of the colour palette for players with the corresponding colour-vision deficiencies. To enable this mode, select the suitable option via the Settings screen. The intensity of the corresponding effect can be customised.

Audio

As part of the update 0.5.10 Public Test , you will have the chance to check out the many sound improvements that are being brought into the game with the latest update. Enemy detection messages, revamped sounds for bomb explosions and fires, and many other changes feature in this update.

Player's Profile

Thanks to your feedback, the Player's Profile now has statistics for the individual ships. It also includes the following data:

  • Total, average and highest damage (for a single battle) that allies caused to enemies spotted by the player
  • Total, average and highest number of enemy ships spotted by the player
  • Participation in capturing and defending key areas calculated as a percentage ratio (ratio of the points earned by the player to the points earned by the rest of the team)
  • Total, average and highest potential damage per battle

Post-Battle Statistics

The post-battle statistics screen now includes new data that helps when evaluating a player's performance, namely:

  • Damage the allies caused to enemies spotted by the player
  • Number of fires the allies caused to enemies spotted by the player
  • Potential maximum damage from shells, bombs and torpedoes that hit the player's ship and potential damage from shells, bombs and torpedoes that were fired/launched by the enemy at the player's ship but did not hit it
  • Number of enemy ships, squadrons and torpedoes spotted by the player
  • Capture and defence points

Please note that the above listed points about the post-battle statistics do not have any impact on the in-game economy yet. Currently this information is available only for players’ visibility, so that they can evaluate their combat efficiency more precisely. Please, provide your feedback! After analysing it, along with the gathered statistics, this data is planned to be integrated into the in-game economy in future updates, which will be announced at a later stage.

 

 

Color blind mode:

a21d2a78-5d67-11e6-9bdb-ac162d8bc1e4.jpg

 

Additional stats:

a2d6cd3e-5d67-11e6-ad7f-ac162d8bc1e4.jpg

 

 

 

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Players
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so spotting damage will be included with this update

 

Where did it say that? I did not see such note. Previous Q&A information said that this is the showing spotting stats is the first step towards that.

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[COSTS]
Alpha Tester
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so spotting damage will be included with this update

 

It will be shown in the stats, but spotting will not be rewarded.

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Supertest Coordinator
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It will be shown in the stats, but spotting will not be rewarded.

 

Please note that the above listed points about the post-battle statistics do not have any impact on the in-game economy yet. Currently this information is available only for players’ visibility, so that they can evaluate their combat efficiency more precisely. Please, provide your feedback! After analysing it, along with the gathered statistics, this data is planned to be integrated into the in-game economy in future updates, which will be announced at a later stage.

Edited by Admiral_noodle

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[UNICS]
Players
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.... along with the gathered statistics, this data is planned to be integrated into the in-game economy in future updates, which will be announced at a later stage.

 

Anyone know what this means?

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[TTTX]
[TTTX]
Players
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I found this passage really interesting:

 Get 12,500 Doubloons on the Public Test Server for winning 10 battles in any ship either in Random or Cooperative battles. You can then purchase and test drive the following Premium Ships: Tirpitz, Atago, and Atlanta. This mission can be completed repeatedly

 

If WG decides to keep this going and expand on it, we might be looking at a pretty decent way of implementing "test drives" for Premium ships, which has been a request for a loooong time, and a reasonable one too imho.

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Players
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It basically means that they plan to reward you for spotting enemy ships, like they do in WoT, where (correct me if I'am wrong) you get 50% of the experience for damage done by teamates to targets that are visible because you are the one that sees them.

 

It'll propably not be the same ratio as in WoT and they will have to adjust the other ways of earning exp. accordingly.

Edited by Kalybeos
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[SCRUB]
Players
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  • Potential maximum damage from shells, bombs and torpedoes that hit the player's ship and potential damage from shells, bombs and torpedoes that were fired/launched by the enemy at the player's ship but did not hit it

 

won't this be a really high number?

 

if I fire full broadside with New Mexico at a Cleveland, but only hit 2 shells, will the potential damage be 12 citadel hits?

and what with torpedoes? BBs take reduced torpedo damage compared to CAs or DDs..

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[YUMS]
Beta Tester
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I know what i will be playing for the next few days and this is why.

 

 

Please leave all your feedback concerning the changes to shell normalization in this thread!

 Changes:

  • Simplified system
  • Up to and including 139 mm—10 degrees
  • 140 to 152 mm—8.5 degrees
  • 153 to 240 mm—7 degrees
  • 241 mm and more—6 degrees.
  • The change has been made in a systematic manner and will slightly increase the predictability of armor penetration for players. It is not aimed at changing the efficiency of individual ships and will not have any significant impact on gameplay.

 

Need to see how it changes things and to better adjust to the changes to the way shells penetrate armor on the ships i like to play.

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Supertest Coordinator
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I know what i will be playing for the next few days and this is why.

 

 

Need to see how it changes things and to better adjust to the changes to the way shells penetrate armor on the ships i like to play.

 

I will attempt a table of old vs new later. Generally it's a very slight buff to AP but ought to be barely noticeable unless you have your protractor out. 

 

Not all ships get the buff. A few get a minor nerf. However we are talking about tiny degrees

 

meanwhile it appears the reason Pensacola and indy have such good penetrations is NOT normalisation at all but their "auto ricochet" is much higher angle. 67.5 instead of 60*. I will be asking if this parameter remains unchanged (which would mean a slight buff to them too)

 

*source this forum somewhere. 

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[YUMS]
Beta Tester
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I found this on the NA forums if anyone wants to work out the nerf/buff on it all but please dont over react to this as most ships effected by the change will change by less than 1 degree of normalization

 

Original Post

http://forum.worldofwarships.com/index.php?/topic/82567-0561-shell-normalization-values/

 

USN

Cruiser shells

Caliber Name Auto-ricochet Normalisation Ships used on
5"/127mm Mark 15 60.0 8.0 Erie
5"/127mm AP 60.0 8.0 Chester
5"/127mm Mark 38 60.0 8.0 Atlanta
6"/152mm Mark 28 60.0 8.0 Erie
6"/152mm AP, 105lbs 60.0 8.0 Chester, Albany, St. Louis, Phoenix (stock)
6"/152mm Mark 27, mod. 5 60.0 8.0 Phoenix (top), Omaha, Marblehead
6"/152mm Mark 35 60.0 6.8 Cleveland
8"/203mm AP, 260lbs 67.5 5.6 Pensacola (stock)
8"/203mm Mark 19 67.5 5.6 Pensacola (top), Indianapolis, New Orleans, Baltimore (stock)
8"/203mm Mark 21 67.5 4.4 Baltimore (top), Des Moines, Buffalo

Battleship shells

Caliber Name Auto-ricochet Normalisation Ships used on
12"/305mm AP 60.0 4.0 South Carolina
12"/305mm AP, 870lbs 60.0 5.0 Wyoming (stock), Arkansas Beta
12"/305mm Mark 15 60.0 5.0 Wyoming (top)
14"/356mm AP, 1400lbs 60.0 5.0 New York (stock), New Mexico (stock)
14"/356mm Mark 16 60.0 5.0 New York (top), New Mexico (top)
14"/356mm Mark 16 (Texas) 60.0 5.0 Texas
16"/406mm Mark 3 60.0 4.0 Colorado (stock)
16"/406mm Mark 5 60.0 4.0 Colorado (top)
16"/406mm Mark 8 (NC) 60.0 6.8 North Carolina
16"/406mm Mark 8 60.0 6.8 Iowa, Montana

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
3"/76mm Mark 29 60.0 8.0 Smith
4"/102mm Mark 16 60.0 8.0 Sampson, Wickes, Clemson
5"/127mm Mark 15 60.0 8.0 Nicholas (stock)
5"/127mm Mark 38 60.0 8.0 Nicholas (top), Farragut, Mahan, Sims, Benson, Fletcher, Gearing

IJN

Cruiser shells

Caliber Name Auto-ricochet Normalisation Ships used on
4.7"/120mm Type 0 60.0 8.0 Hashidate
5.5"/140mm Common 60.0 8.0 Tenryu, Kuma, KatoriYubariIwaki AlphaKitakami
6"/152mm Type 4 60.0 8.0 Chikuma
6.1"/155mm Type 91 60.0 8.6 Mogami (stock)
7.9"/200mm Type 5 60.0 8.2 Furutaka (stock)
8"/203mm Type 91 60.0 8.2 Furutaka (top), Aoba, Myoko, Tone, Mogami (top),Atago, Ibuki
8"/203mm Type 92 60.0 8.2 Zao

Battleship shells

Caliber Name Auto-ricochet Normalisation Ships used on
12"/305mm AP, 850lbs 60.0 8.0 Mikasa
12"/305mm 41st Year Type 60.0 8.0 Kawachi (stock)
12"/305mm 41st Year Type 60.0 8.0 Kawachi (top)
12"/305mm Mark VI 60.0 8.0 Ishizuchi
14"/356mm Type 5 60.0 5.25 Myogi, Kongo (stock)
14"/356mm Type 91 60.0 5.25 Kongo (top), Fuso
16.1"/410mm Type 88 60.0 5.05 Nagato (stock), Amagi (stock)
16.1"/410mm Type 91 60.0 5.05 Nagato (top), Amagi (top)
16.1"/410mm Type 91 (Izumo) 60.0 5.05 Izumo
18.1"/460mm Type 91 60.0 5.25 Yamato

Battleship secondary shells

Caliber Name Auto-ricochet Normalisation Ships used on
5.5"/140mm Type 2 60.0 8.0 Nagato, Amagi
6"/152mm Type 4 60.0 8.0 Myogi, Ishizuchi, Kongo, Fuso
6.1"/155mm Type 91 60.0 8.6 Izumo, Yamato

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
3"/76mm Type 0 60.0 68.0 Tachibana
4.7"/120mm APC 60.0 8.0 Umikaze, Isokaze
4.7"/120mm Type 0 60.0 8.0 Wakatake, Minekaze, Kamikaze, Mutsuki
5"/127mm Type 0 60.0 8.0 Hatsuharu, Fubuki, Kagero, Shimakaze

Russian navy

Cruiser shells

Caliber Name Auto-ricochet Normalisation Ships used on
4.7"/120mm Model 1905 60.0 8.0 Novik
5.1"/130mm SAP-46 (Orlan) 60.0 8.0 Orlan
5.1"/130mm Model 1911 60.0 8.0 Bogatyr (top), Svetlana (stock)
5.1"/130mm Model 1917 60.0 8.0 Svetlana (top)
5.1"/130mm SAP-46 (Profintern) 60.0 8.0 Profintern
6"/152mm AP, 91lb (Bogatyr) 60.0 8.0 Bogatyr (stock)
6"/152mm AP, 91lb 60.0 8.0 DianaAurora
6"/152mm Mark 27, mod 8 60.0 8.0 Murmansk
6"/152mm B-35 60.0 8.0 Budyonny, Shchors, Chapayev
6"/152mm B-35 (Kutuzov) 60.0 8.0 Mikhail Kutuzov
7"/180mm AP-32 60.0 6.0 Kirov
7"/180mm AP-32 (Dankskoi) 60.0 6.0 Dmitri Donskoi
7"/180mm AP-32 (Molotov) 60.0 6.0 Molotov
9"/220mm AP-23 60.0 6.0 Moskva

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
4"/102mm Model 1915 60.0 8.0 Storozhevoi, Derzki, Izyaslav
5.1"/130mm SAP-46 60.0 8.0 Gnevny, Ognevoi, Kiev, Tashkent, Udaloi (stock)
5.1"/130mm SAP-46 (Gremyaschy) 60.0 8.0 Gremyaschy
5.1/130mm SAP-46 (B-2-U) 60.0 8.0 Udaloi (top), Khabarovsk

Battleship shells

Caliber Name Auto-ricochet Normalisation Ships used on
12"/305mm Model 1911 60.0 5.0 Imperator Nikolai I

German navy

Cruiser shells

Caliber Name Auto-ricochet Normalisation Ships used on
4.1"/105mm SAP Pz.Gr. 60.0 8.0 Dresden
4.1"/105mm Pz.Gr. L/3.9 60.0 8.0 Emden
4.1"/105mm P.S.Gr L/3.8 60.0 8.0 Kolberg
5"/128mm P.S.Gr. L/4.5 60.0 8.0 Hermelin
5.9"/150mm Psgr. L/3.7 60.0 8.0 Karlsruhe
5.9"/150mm Psgr. L/3.7 (C/25) 60.0 8.0 Königsberg, Nürnberg
8"/203mm Pz. Spr. Ggr. L/4.4 60.0 5.0 Admiral Hipper, Roon, Hindenburg
8.3"/210mm Psgr. L/3.1 60.0 5.0 Yorck

Battleship shells

Caliber Name Auto-ricochet Normalisation Ships used on
15"/380mm P.S.Gr L/4.4 60.0 5.05 Tirpitz

Royal Navy

Battleship shells

Caliber Name Auto-ricochet Normalisation Ships used on
15"/381mm Mark XXIIb 60.0 5.05 Warspite

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
4"/102mmmm Mark XVI 60.0 8.0 Campbeltown

Poland

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
4.7"/120mmmm AP 60.0 8.0 Blyskawica

Pan-Asia

Destroyer shells

Caliber Name Auto-ricochet Normalisation Ships used on
5"/127mmmm Mark 38 60.0 8.0 Lo Yang
5.1"/130mm SAP A 60.0 8.0 Anshan
 

 

 

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Not all ships get the buff. A few get a minor nerf. However we are talking about tiny degrees

 

*Cough*Tachibana*Cough*

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Supertest Coordinator
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...steal my thunder :D

Tachibana has to be a typo. Otherwise it would never ricochet unless going backwards...

It's those ricochet numbers I want confirming. It explains why indy pens so well. The patch doesn't make it clear whether that parameter is changing so it's always 60 degrees or whether the 67.5 stays. If it goes to 60 that's a significant nerf to those CAs.

 

anyway it needed doing. Needlessly complex system is needlessly complex. 

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Beta Tester
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*aham* back to the usual routine with every PT going up

 

(The Rest of) Nachi was Finally add. her (Full) addition was long overdue for 3 patches... (makes me wonder if Wargaming has a stigma against poor Nachi)

 

That is pretty much it... nothing else was add

 

Aside from that #ZeGermanSchlachtschiffHype

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[YUMS]
Beta Tester
168 posts

...steal my thunder :D

 

Tachibana has to be a typo. Otherwise it would never ricochet unless going backwards...

 

It's those ricochet numbers I want confirming. It explains why indy pens so well. The patch doesn't make it clear whether that parameter is changing so it's always 60 degrees or whether the 67.5 stays. If it goes to 60 that's a significant nerf to those CAs.

 

anyway it needed doing. Needlessly complex system is needlessly complex. 

 

Sorry about your thunder :)

 

Yeah the Tachibana does seem odd at 68 but i believe the dev in charge of it forgot the decimal point and it was mean to be 6.8( this is what i heard about it ) and i hope they dont change the auto-ricochet for the pepsi as due to her weak sides she needs a little extra to help her :)

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