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avenger121

5.12 PTS update [ economy | bow armor ]

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WG Asia is yet again faster than WG EU: http://worldofwarships.asia/en/news/announcements/announcement-public-test-0512/

 

Captains!

Please, be informed that based on the interim results of the public test of the 0.5.12 Update, we revised a number of previously announced changes:

 

  • All changes to the hull plating thickness, including the plating of battleships and destroyers, are cancelled. We analyzed statistics and feedback for this change and saw that it didn’t fully meet the objectives. Adjustments to the balance of the individual classes and tiers will continue to be necessary, but, thanks to the information obtained from the general test, we will be able to find a more accurate and effective solution and show it to you in one of the following versions;

 

  • New modernization for the VIII-X tier cruisers “Steering Gear Modification 3” will remain, and will be added to the game. It brings more diversity to the high-level cruisers gameplay, while providing an alternative to the configuration with maximum stealth. This has a positive effect on the game as a whole. Beyond that, we have decided to give the same modernization to all VIII-X tier destroyers. For them, the choice between accelerated rudder shift and invisibility will be even more interesting. At the same time, we eliminate the illogical situation where the rudder shift speed for cruisers rudders may exceed the rudder shift speed for destroyers;

 

  • Other balance changes and fixes are presently found to be effective, and they remain in force.

 

Economic changes announced in the development bulletin will be included in full. However, in addition, an experimental system for calculating the costs per battle was implemented. The biggest part of the costs is ship’s repairs. Its influence was growing more and more with the rise of the tier. As a result, at tier X, the economy forced the players to behave with maximum caution, which negatively affected the dynamics of the battle. After all, even with significant combat success, a complete destruction of the ship led to a huge repair bill that could completely neutralize the profits. We decided to change this situation and make the following changes: 

 

The fee for the ship repair is now completely replaced by a fixed service charge. This means that the cost will not depend on how much damage a player has received. Moreover, we have reduced the cost of replenishing the ammunition (or air group) for a number of ships. The positive effect of the changes will increase with increasing tiers of the ships. This means that the players may try a more aggressive and risky playing style. The “to play with maximum efficiency at any cost, even being destroyed in battle” tactic will be an alternative to the “to play as carefully as possible so as not to come out of the battle with negative balance because of the repair costs” tactic. For example, the change will reduce the spending of tier X ships by an average of 50 000 credits and reduce the number of situations where you can go into negative with a premium account, having played effectively. We want to free the gameplay from the “not-gaming” question of “how much I will lose if dare to attack?”

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[WG]
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You are the late one! It's been posted by Phlan in the public test section yesterday afternoon. 

(It could've been made more visible tho)

Edited by Okitank
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[UNICS]
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Ah, the RU DDs got their compensation buff in the end with 40% lower rudder shift.

 

The static service fee... can be positive. I guess I'd rather have yolo players than border surfers.

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I like these news. Thumbs up.

 

Something wrong with your stats picture, it shows all red... try visiting that site... maybe it will then update...

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[UNICS]
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Ah, the RU DDs got their compensation buff in the end with 40% lower rudder shift.

If they keep their initial armour, it looks like the Khabas were actually buffed in the end. They need to be a bit closer to spam, but they're even harder to kill now.

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[SCRUB]
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If they keep their initial armour, it looks like the Khabas were actually buffed in the end. They need to be a bit closer to spam, but they're even harder to kill now.

 

It comes at the cost of concealment module, which makes it a very heavy tradeoff to consider. Nor does even faster rudder shift do anything to their turn radius, so it's very questionable how much more manouverable they'll be for those going for that option.

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[SLOTH]
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well, am most certainatly gonna try to get the higher tier ships now that the main put-off has been "nerfed"

never really bothered grinding high tier because repair costs but now I think I might try to get to tier 10

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Alpha Tester
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well, am most certainatly gonna try to get the higher tier ships now that the main put-off has been "nerfed"

never really bothered grinding high tier because repair costs but now I think I might try to get to tier 10

 

You should be aware that the main design intent is still for T9 and T10 to be comfortable (for the average player) only with premium account. For us playing without premium (outside free events) they're more like luxury pet boats, to be admired in the port and taken out for special occasions with all the signal flags flying. :)

 

Nothing wrong with playing lots of tier 8 though! You can get to the high tier matches, see the highest tier maps and get variety by being matched against middle tiers.

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[TTTX]
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If they keep their initial armour, it looks like the Khabas were actually buffed in the end. They need to be a bit closer to spam, but they're even harder to kill now.

 

It is the turning circle, not the rudder shift, which causes most of the RU DD maneuverability problems.

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funny fact: Kebab has same turning cyka as Moskva, but rudder shift time isnt great too 6,1s so new module is an option

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funny fact: Kebab has same turning cyka as Moskva, but rudder shift time isnt great too 6,1s so new module is an option

 

I use Propulsion mod 2 on live and its just fine. But on test, Prop mod 2 and Steering mod 3 are FUUUN. 10km concealment is not me gusta tho, even by RU DD standards

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I use Propulsion mod 2 on live and its just fine. But on test, Prop mod 2 and Steering mod 3 are FUUUN. 10km concealment is not me gusta tho, even by RU DD standards

 

Out spotted by a Zao, sounds like fun.
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Something wrong with your stats picture, it shows all red... try visiting that site... maybe it will then update...

 

Thanks for the advice. I'll look into it.
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[BONUS]
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A very bad move. Penalises those who can play well enough to deal damage while avoiding taking much damage. WoWS is dumbing down.

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[NWP]
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 Beyond that, we have decided to give the same modernization to all VIII-X tier destroyers. For them, the choice between accelerated rudder shift and invisibility will be even more interesting.

 

Next buff to gunboats, well played WG. Because there is no choice...

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BB whining works, news at 11.

 

More then BBs whinning i see DD players whinning.. afraid people will take away your precious toys?

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Tested last night ,yamato ,khaba ,moskva.The repair service is 180k credits for t10 ,the ammo resuply now costs less.Now its way better ,lets say if u earn 300k per match and u are sunk ,u will still make profit even with premium consumables.

Buttttt.........if u lets say take 4k damage u will still pay the full service fee ,which i cant understand why.They should make a margin lets say if u take damage more than 20%,full service fee ,if its less than 20% 75% repair form the full service fee

Edited by Brkdelta
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The fee for the ship repair is now completely replaced by a fixed service charge. This means that the cost will not depend on how much damage a player has received. Moreover, we have reduced the cost of replenishing the ammunition (or air group) for a number of ships. The positive effect of the changes will increase with increasing tiers of the ships. This means that the players may try a more aggressive and risky playing style. The “to play with maximum efficiency at any cost, even being destroyed in battle” tactic will be an alternative to the “to play as carefully as possible so as not to come out of the battle with negative balance because of the repair costs” tactic. For example, the change will reduce the spending of tier X ships by an average of 50 000 credits and reduce the number of situations where you can go into negative with a premium account, having played effectively. We want to free the gameplay from the “not-gaming” question of “how much I will lose if dare to attack?”

 

FINALLY!!!

 

That is a good change, if only because it will silence the nonsensical "but muh repahcuzt" argument people try to hide behind when they really should be more aggressive!

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