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Leo_Apollo11

From NA and Reddit: Public Test 0.6.0 Part 2

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[SCRUB]
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Hi all,

 

From NA and Reddit:

 

"Public Test 0.6.0 Part 2"

https://worldofwarships.com/en/news/common/pt060-2-electric-boogaloo/

 

 Sub_Octavian on skill changes

Lastly, we want to thank everyone who took part in the first stage of testing. Thanks to you we were able to make in the coming version of a number of improvements. In particular, the following changes have been commanding skills and become more balanced:

Fire training: Skill moved to the 4th level, basic protection against fire increased from 7% to 10%. The effect of reducing the number of fires in ship up to 3 remained unchanged. Skill was very popular during the first phase of the test. We decided to make it a bit more effective means to combat fires. skill cost, respectively, increased.

Master of damage control: moved with a skill level 4 on the 3rd, gain points with each level combat capability has been reduced from 400 to 350. Skill slightly lost efficiency, but has become more accessible.

Inertia fuse PF-shells: a fine chance to arson reduced from 6% to 3% threshold of breaking RP-shell armor increased from 25% to 30%. Former characteristics skill made him too situational, given the high cost.

Evasive maneuvers: a bonus to cover up the shock when the aircraft return to the aircraft carrier has been reduced from 40% to 20% bonus to the combat capability was increased from 15% to 75%. We decided to shift the focus of this skill on the survivability of aircraft, to make it more reasonable and eliminate the possibility of abuse of a disguise.

Desperado: The bonus recharge rate of all types of weapons has been increased from 0.1% to 0.2% for each 1% of lost combat capability. The change is intended to make the skill more competitive at their level.

 

 

Leo "Apollo11"

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[PRAVD]
Weekend Tester
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And the RU forums seem to be raging about a "battleship" nerf because of the fighter plane nerf :trollface:

 

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[FIFO]
[FIFO]
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Asia has a full update on skill changes:

 

https://worldofwarships.asia/en/news/announcements/public-test-060-key-feature/

 

See this reddit thread for changes from test 1:

 

 

 

  • Survivability Expert is now at Tier 3 and provides 350 HP per tier, not 400.

  • Fire preventation now prevents -10% fire preventation and is now a Tier 4 skill.

  • Inertia Fuse for HE shells now reduces fire chance by 3% (was 6%) and penetration bonus is now 30% (was 25%). Huge buff.
  • Evasive Manuever is buffed. Survivibility bonus is now 75% (was 15%) however concealment bonus is now 20% (was 40%)

  • Adrenaline Rush is twice as effective as it provides 0.2% bonus

  • Radio Location is removed. Just kidding, no changes here so far.

 

Sorry if slight duplication... I just found it more readable from those links

 

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Beta Tester
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SE on tier 3 is nice for DD, might be interesting, even with lower gains.

Inertia Fuse now seems to be extremely strong vs. lightly armored targets.

Adrenalin rush with double gains... hm... 50% HP loss for 10% higher ROF... ok

No changes to RPF... :amazed:

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Players
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Nice to see that WG just dont get WHY the new CV Skills are bad.

 

HEY LETS MAKE A SKILL THAT REDUCE THE CV DPM AND MAKE THE PLANES GET CAUGHT BY FIGHTERS, WHILE IT DONT HELP ANYTHING TO STRIKE BETTER.

 

you wanted to reduce the amount of abuse of this skill? HEY JUST DROP BOMBS AND GOOD LUCK FOR ANY DD TO SHOOT DOWN THE 4 DBs WHO ARE FLYING OVER HIS HEAD. :P

 

or lets say i drop my bombs and let enemy Fighters waste theire Ammu on my invinceble planes? Or hey lets attack a DM with Empty DBs and tank his AA Ability ?

 

Less abuse my [edited].

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[SCRUB]
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Still not sure about Fire Prevention. Combining the superstructure into 1 compartment is still a HUGE buff.

 

Also not sure about the nerf to SE, but the lower cost might make up for it.

 

No changes to RPF... :amazed:

 

Exactly my reaction.

I really don't know why this skill must be in the game.

I don't like it. I don't want to spend skill points on it (but I feel like I have to in my DDs). I hate it. :angry:

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[BUSHI]
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I don't like it. I don't want to spend skill points on it (but I feel like I have to in my DDs). I hate it. :angry:

 

No tears, only dreams now...

pepe-the-frog-meme-17.png

Edited by CuddlyPanda
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[2DQT]
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The Demonic German BB build is still viable, none of those skills (Manual Secondaries, AFT and CE) have been touched.

 

CVs still unchanged with the AA slap down and stupid new skills. I will laugh at the first potato i see launching planes when burning.

 

I can understand the skill changes as it'll throw up a variety of build ideas now but still....

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[CPC]
[CPC]
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So if I read between lines, here is the meta dreamt by WG :

 

Cruisers and destroyers shooting HE to scrath BBs but with very few chance to cause fires.

 

And in his generosity, WG is giving SE for DD to comfort them for being perma-spotted ...

 

So let's sum this to ::

 

Welcome to World of Battleships ...

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[NIKE]
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The HEAP skill is now more interesting for gun boat DD, especially with it not competing with survival expert anymore. (Although SE now competes with BFT).

 

The fire chance becoming tier 4 is also interesting since theres no clear best choice for BB - under the previous pts build you could have fire prevention (anti HE spam) + AFT+ manual AA (anti CV) + RPF (anti DD).

 

Now they wont be able to have all of them, which means theyll need to pick something to be weak against

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[SPUDS]
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Inertia Fuse appears to have become a must-have for Akizuki. Then her HE will punch well, and there will still be some fire chance left over, which with her great rate of fire will probably work out nice enough.

I wonder about other classes though. With that sort of reduction, a lot of the border cases might have some value.

 

Survivability Expert: Uncertain about this one as yet. Can be a nerf to DDs, but can also be buff. Will wait and see how it pans out.

 

CV skill is still meh. It is just the wrong style of skill. Fighters will still just strafe the bombers down. It is pointless. The worst bit is that newbies will see the 75% more HP and think this is great. It is going to be a massive noob-trap I'm afraid.

 

Adrenaline Rush: Meh still. It is just not a very impressive thing. It might work for torp-focused play now, but still...

 

Fire Prevention: Doesn't change that the skill's second part is just too good, especially combined with the reduction in fires overall (if Inertia Fuse becomes worth it for more than a couple of ships). It doesn't mean everyone will take it, but it is a skill that will always be very useful for battleships.

 

RPF still there is... not something I'm very fond of.

 

Overall I'm not terribly impressed

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obvious nerf to he spamming and fire %. nerfed DE to 2%, increased BB resistance to fire by 10% and made it so it can only have max 3 fires (usually only 1 fire instead of 2 on superstructure) and they put a skill that decreases chance of fire for little more penetration.

 

almost all cv skills are trash

 

RPF is a must have skill even though i dont like it and dont want it. position of nearest dd is too valuable information not to have it.

 

BFT is still too expensive for DD considering now there is SE and SI and TAE on same tier. it can be still used in some builds, but... 

 

overall new captain skill system is bad.

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Inertia Fuse appears to have become a must-have for Akizuki. Then her HE will punch well, and there will still be some fire chance left over, which with her great rate of fire will probably work out nice enough.

I wonder about other classes though. With that sort of reduction, a lot of the border cases might have some value.

 

Inertia Fuse pen relevance table.

 3JyiQ2r.png

 

At 30% 150-152mm guns can now damage most BB hulls and 120mm HE acts like 130mm HE.

100mm guns need a 50% buff to move them into the next level (damage cruiser hulls)

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I'm concerned about the balance of the captain perks rework, however of far greater concern is the fact the anti-skill RPF is still there.

 

Just think for a moment what effect this will have on game play. Flanking maneuvers, early contest of objectives, cunning ambushes, aggression in general & smart play in particular for ALL classes will be discouraged. Passivity, blobbing, second line torping all will be encouraged. How can this be good for the game? WG, in the name of God, what are you thinking?

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These changes are great, but the most game-breaking element called radio position finding still left as is. WTF??? All the other changes of public test #2 are irrelevant, if you compare them to RPF and how it will affect the gameplay for the worst...

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[PACOS]
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Also remember that with the new captain XP table, it will take you MORE time to grind all points from 1 to 16, and you will only have a slight advantage in time for the grind of the point 17 and 18.

 

Enjoy the new changes!

 

And don't forget to pay the premium and the flag bundles!

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[OM-G]
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Meh just Meh... I can see the point in changing but this?

 

 

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[DUDES]
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Still not sure about Fire Prevention. Combining the superstructure into 1 compartment is still a HUGE buff.

 

Also not sure about the nerf to SE, but the lower cost might make up for it.

 

 

Exactly my reaction.

I really don't know why this skill must be in the game.

I don't like it. I don't want to spend skill points on it (but I feel like I have to in my DDs). I hate it. :angry:

 

^ This.

 

Where can I sign?

 

 

Devs really seem to listen to everyone who tested the skill and state it isn's necessary or even calling it game-breaking. At this point I simply dream of a testserver version which simply has a blank at that spot in the wall-of-skills. Because there are indeed several more interesting skills to take other than RPF and if just one player takes it, everyone (who spots for his/her team aka. DDs) has to take what is enough indication for a bad design.

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Evasive Manuever is buffed. Survivibility bonus is now 75% (was 15%) however concealment bonus is now 20% (was 40%)

 

This skill alone and its changes show what idiots they have in the design department right now. THESE PARTS WERE NOT THE BLOODY ISSUE! 

Edited by periscope_up

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[FIFO]
[FIFO]
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Also remember that with the new captain XP table, it will take you MORE time to grind all points from 1 to 16, and you will only have a slight advantage in time for the grind of the point 17 and 18.

 

Enjoy the new changes!

 

And don't forget to pay the premium and the flag bundles!

 

Since the great dragon flag give away a few months back many of us have expanded on the number of high point captains we have.  I have 13 15+ point captains and a further 9 at 10-14 points so it won't be too often I need to grind up more.

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[_IRN_]
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This changes opens up to a lot of intresting builds.

 

HEAP and Andrenaline Rush are now way more viable. I wonder how HEAP might work with 400+ mm guns...

I don't really know about RPF tho...

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[OM-S]
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Does anyone know how Evasive Manueauver works exactly? 
 

IMHO there are only two possibilities: 

 

a) The buffs (health and detection) and debuffs (speed) become active and stay active from the moment the plane has dropped its load 

---> very strong skill for competitive imho (you get spotter planes with massive HP and a low detection)

 

b) The buffs and debuffs are only active when you have set a return course to the carrier 

---> Debuffs can be circumvented - after the planes have dropped they set an auto course for the carrier. Now you wait until they are out of enemy AA range and then set a manual course next to the carrier - they lose their HP but gain their speed. And once they are near the carrier, you let 'em land with "F" again

 

So does anyone know how it works? 

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[GRNPA]
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Yeah, fire prevention should be nerfed a bit and swapped with SE.

 

The WG gods have heard me, tomorrow I shall sacrifice my firstborn.

 

 

Looks like all the people who said that WG wants to implement RPF no matter the cost have been right.

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