[WG] Tuccy [WG] WG Staff, Alpha Tester 3,516 posts 11,627 battles Report post #1 Posted January 31, 2017 (edited) Captains, The Public Test server will be updated today. Here is the list of changes: Balance changes: Rare Upgrades Repair party Modification 1 and Surveillance Radar Modification 1 performance has been increased from 20% to 40% to make them more attractive - the competition in the respected slots is very high; Flooding: Maximum flooding time has been decreased by 25% (from 120 seconds to 90 second) Maximum HP that can be lost in flooding has been rebalanced: Low and mid tiers: Reduced High tiers: Increased Goal: Increase the role of torpedoes in countering heavy ships Increase the role of IJN destroyers - their torpedoes traditionally have highest chances to cause flooding: Changes by tier: I - III: - 33,3% IV: -16,7% V: -11,7% VI: -6,7% VII: -1,7% VIII: +3,3% IX: +8,3% X: +13,3% To increase comfort in game we have increased main caliber guns turning speed: T-22 (from 10,0 degrees per second to 10,5 degrees per second); Ibuki (from 5 degrees per secnd to 6 degrees per second); Cruisers Marblehead and Marblehead L has received faster rudder shift (from 7,8 seconds to 5,7 seconds) to increase their survivability. For the same reason, cruiser Pensacola's visibility has been decreased. Main caliber guns reload time of several USN cruisers has been decreased in order to make them more attractive as damage dealers: Erie (from 7 seconds to 6 seconds); New Orleans (from 14 seconds to 12 seconds for top guns); Baltimore (from 13 seconds to 10 seconds for top guns); Des Moines (from 6 seconds to 5,5 seconds); Speed drop penalty for flooding has been adjusted so that it is more systematic: Penalty for moving forward has been decreased from 35% to 20%: USN battleships (except Arkansas Beta), Koenig Albert, Kaiser, Koenig and G. Kurfurst; Penalty for moving forward has been decreased from 20% to 15% and for moving backward has been increased: Т 22, Ernst Gaede, Z-46, Ognevoy, Kiev, Leningrad, Udaloi and Khabarovsk; Penalty for moving forward has been decreased from 20% to 15%: Srorozhevoy, Derzkii, Izyaslav, Blyskawica, Smith, Tashkent; Fixes: Fixed error that caused incorrect display of shell flying time if shooting range upgrade and spotter were mounted. Fixed incorrect smokes setting: Now, the last smoke cloud is deployed at the end of smoke generator work cycle. That will prevent some inconvenient game scenarios, especially with RN cruisers that have short smoke deploying timer. Fixed mismatch between circles capture indicators on the timer and on the minimap in Epicenter mode on "Warrior's path" Cyclone is turned off on the map "Warrior's path" in Ranked Battles Upgrades list in port has been set to the same order for all ships of all nations Fixed error that caused some new upgrades be unavailable for ships that fit the requirements for them. As the British cruiser smoke is an often mentioned topic on this forum, please check and provide feedback! Edited January 31, 2017 by Tuccy 13 Share this post Link to post Share on other sites
[IDDQD] von_chom Alpha Tester 3,465 posts 11,649 battles Report post #2 Posted January 31, 2017 not bad at all Share this post Link to post Share on other sites
Vanhal Alpha Tester 5,609 posts 5,569 battles Report post #3 Posted January 31, 2017 To increase comfort in game we have increased main caliber guns turning speed: T-22 (from 10,0 degrees per second to 10,5 degrees per second); Ibuki (from 5 degrees per secnd to 6 degrees per second); Stop that annoiyng "balancing". Reduce turret traverse time by 25% for ALL ships and it would be much better. 1 Share this post Link to post Share on other sites
Bersigil Players 67 posts 4,313 battles Report post #4 Posted January 31, 2017 For the same reason, cruiser Pensacola's visibility has been decreased. Could anyone tell me by how much? Changes sound well thouht out... Share this post Link to post Share on other sites
afirheiden ∞ Players 86 posts 1,900 battles Report post #5 Posted January 31, 2017 Fixed incorrect smokes setting: Now, the last smoke cloud is deployed at the end of smoke generator work cycle. That will prevent some inconvenient game scenarios, especially with RN cruisers that have short smoke deploying timer. means much longer smoke for everyone even when they stay in one bubble of smoke ? Share this post Link to post Share on other sites
rafparis Beta Tester 872 posts 4,381 battles Report post #6 Posted January 31, 2017 means much longer smoke for everyone even when they stay in one bubble of smoke ? Since the last bubble was deployed after, yes. Overall very nice changes, especially the buff to american cruisers. Share this post Link to post Share on other sites
[CAG] General_Alexus Players 1,046 posts 13,178 battles Report post #7 Posted January 31, 2017 (edited) Main caliber guns reload time of several USN cruisers has been decreased in order to make them more attractive as damage dealers: Erie (from 7 seconds to 6 seconds); New Orleans (from 14 seconds to 12 seconds for top guns); Baltimore (from 13 seconds to 10 seconds for top guns); Des Moines (from 6 seconds to 5,5 seconds); Exactly what i was asking for some weaks ago after finishing US CA grind. Stealth for Pepsi DPM for Baltimore and NO ( i even said something like 6 RPM for Baltimore and 5 for NO aka 10 / 12 sek Reload) DPM Buff for DM ? Well i take it Well can we take that as the prove that WG is in fact reading the Forums? I hope it gets through the test. Edited January 31, 2017 by General_Alexus Share this post Link to post Share on other sites
[WG] Tuccy [WG] WG Staff, Alpha Tester 3,516 posts 11,627 battles Report post #8 Posted January 31, 2017 Exactly what i was asking for some weaks ago after finishing US CA grind. Stealth for Pepsi DPM for Baltimore and NO ( i even said something like 6 RPM for Baltimore and 5 for NO aka 10 / 12 sek Reload) DPM Buff for DM ? Well i take it Well can we take that as the prove that WG is in fact reading the Forums? I hope it gets through the test. Well, main source for balance changes are game stats, though forums and surveys can be indicative of some ships not being fun (while statistically OK) - see the T-22 for example Share this post Link to post Share on other sites
Pauld Beta Tester, Beta Tester 64 posts 6,462 battles Report post #9 Posted January 31, 2017 thanks Tuccy Share this post Link to post Share on other sites
Sub_Octavian WG Staff 153 posts 5 battles Report post #10 Posted January 31, 2017 For the same reason, cruiser Pensacola's visibility has been decreased. Could anyone tell me by how much? Changes sound well thouht out... To 12.78 km. Thank you, we hope you will enjoy these. 5 Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #11 Posted January 31, 2017 (edited) To 12.78 km. Thank you, we hope you will enjoy these. Welcome to EU forums Maximum flooding time has been decreased by 25% (from 120 seconds to 90 second) Maximum HP that can be lost in flooding has been rebalanced: Low and mid tiers: Reduced High tiers: Increased Goal: Increase the role of torpedoes in countering heavy ships Increase the role of IJN destroyers - their torpedoes traditionally have highest chances to cause flooding: So this means, buffing BB's in order to claim it's a buff to IJN DD's because they aren't that affected by the BB buff? Wow..... Those damage changes, can you give them per 'tick' instead of based on a full duration flooding? Edited January 31, 2017 by mtm78 Share this post Link to post Share on other sites
[ST-EU] Admiral_noodle Supertest Coordinator 6,337 posts 4,395 battles Report post #12 Posted January 31, 2017 Not sure it's a bb buff. I can't remember the last time I flooded for the full duration. Damage control comes back doesn't it? Now you can actually think whether to repair it it's nearly done or wait and save the repair. It's interesting. Share this post Link to post Share on other sites
[RNSF] TIGERMARK3 Players 30 posts 16,504 battles Report post #13 Posted January 31, 2017 Honestly? Buffs for Kurrywurst? Isn't that ship OP enough already? Good Accuracy, Turtle back etc. You increase the turning speed for some turrets 'for comfort', but not Yamato? Really? 82 seconds traverse time on that. You buff the speed penalty for Kurfurst that has 30knots, but Yamato with less than 28 stays the same? Really? Also, had a look at those modules on the Test Server: garbage. They will just decrease our chances of getting awesome prizes, that we might actually need, from Super Containers Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #14 Posted January 31, 2017 How about readding rewards for capture in Epicenter mode? Share this post Link to post Share on other sites
NameChangingIsToExpensiv Players 260 posts 3,757 battles Report post #15 Posted January 31, 2017 To increase comfort in game we have increased main caliber guns turning speed: T-22 (from 10,0 degrees per second to 10,5 degrees per second); Ibuki (from 5 degrees per secnd to 6 degrees per second); Cruisers Marblehead and Marblehead L has received faster rudder shift (from 7,8 seconds to 5,7 seconds) to increase their survivability. For the same reason, cruiser Pensacola's visibility has been decreased. Main caliber guns reload time of several USN cruisers has been decreased in order to make them more attractive as damage dealers: Erie (from 7 seconds to 6 seconds); New Orleans (from 14 seconds to 12 seconds for top guns); Baltimore (from 13 seconds to 10 seconds for top guns); Des Moines (from 6 seconds to 5,5 seconds); Speed drop penalty for flooding has been adjusted so that it is more systematic: Penalty for moving forward has been decreased from 35% to 20%: USN battleships (except Arkansas Beta), Koenig Albert, Kaiser, Koenig and G. Kurfurst; Penalty for moving forward has been decreased from 20% to 15% and for moving backward has been increased: Т 22, Ernst Gaede, Z-46, Ognevoy, Kiev, Leningrad, Udaloi and Khabarovsk; Penalty for moving forward has been decreased from 20% to 15%: Srorozhevoy, Derzkii, Izyaslav, Blyskawica, Smith, Tashkent; Fixes: Fixed error that caused incorrect display of shell flying time if shooting range upgrade and spotter were mounted. Fixed incorrect smokes setting: Now, the last smoke cloud is deployed at the end of smoke generator work cycle. That will prevent some inconvenient game scenarios, especially with RN cruisers that have short smoke deploying timer. Good thing for finally fixing that annoying RN cruiser smoke. Ibuki change is nice, the T-22 change however seems incredibly useless. Thats like less than 1 seconds your turrets turn faster now. Won't help that ship at all. Pensacola buff seems good, tho the reduced reload rate on NO/Balti could be a bit too much. But will see. I just fear that this USN cruiser bufffs will make the german Cruisers now really the worst ships tier per tier in the higher tiers. 1 Share this post Link to post Share on other sites
[2OP] Beardroid91 Players 357 posts 13,853 battles Report post #16 Posted January 31, 2017 (edited) Good thing for finally fixing that annoying RN cruiser smoke. Ibuki change is nice, the T-22 change however seems incredibly useless. Thats like less than 1 seconds your turrets turn faster now. Won't help that ship at all. Pensacola buff seems good, tho the reduced reload rate on NO/Balti could be a bit too much. But will see. I just fear that this USN cruiser bufffs will make the german Cruisers now really the worst ships tier per tier in the higher tiers. German cruiser have torps, troll armor and range on their side, so no, this is just USN CA's coming into its own role as heavy gunships cruisers, plus they still have those terrible gun arc's. Edited January 31, 2017 by Cpt_BrownBear Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #17 Posted January 31, 2017 Not sure it's a bb buff. I can't remember the last time I flooded for the full duration. Damage control comes back doesn't it? Now you can actually think whether to repair it it's nearly done or wait and save the repair. It's interesting. True, tier 8 / 9 / 10 have increased dmg per flooding tick, it could be ok there. But any lower tiers it is a flat out buff to BB's ( again ). Or am I missing something, please tell me I am missing something... Share this post Link to post Share on other sites
Bridge_Boy Players 2 posts 8,690 battles Report post #18 Posted January 31, 2017 Does anyone know when the server will be back online? Share this post Link to post Share on other sites
Bridge_Boy Players 2 posts 8,690 battles Report post #19 Posted January 31, 2017 Scratch that question, it's back up now....happy fighting all. Share this post Link to post Share on other sites
[AAO] OM40 Players 496 posts 29,310 battles Report post #20 Posted January 31, 2017 For the same reason, cruiser Pensacola's visibility has been decreased. Could anyone tell me by how much? Changes sound well thouht out... damn I free xp my way out of the Pensacola xD Share this post Link to post Share on other sites
Widgetmaker ∞ Players 68 posts 3,993 battles Report post #21 Posted January 31, 2017 Captains, The Public Test server will be updated today. Here is the list of changes: Flooding: Maximum flooding time has been decreased by 25% (from 120 seconds to 90 second) Maximum HP that can be lost in flooding has been rebalanced: Low and mid tiers: Reduced High tiers: Increased Goal: Increase the role of torpedoes in countering heavy ships Increase the role of IJN destroyers - their torpedoes traditionally have highest chances to cause flooding: Changes by tier: I - III: - 33,3% IV: -16,7% V: -11,7% VI: -6,7% VII: -1,7% VIII: +3,3% IX: +8,3% X: +13,3% hi, question about this. It mentions that overall HP loss has gone down and up and length has increased. Does this mean that BEFORe the adjusted damage, the per tick damage has gone up by 25% and then adjusted by tier? So for example. If a tier 9 ship would take 100 damage per tick with 1 tick per second for a total of 12,000 damage. Now it will take 133 damage per tick per second for 90 seconds for a total of 12,000 damage BEFORE the adjustment. And then an additional 8.3% per tick so 144.4 damage per tick and 12996 total damage. Share this post Link to post Share on other sites
[GHOST] v6GhostRider Players 1 post 22,931 battles Report post #22 Posted January 31, 2017 Hi, What about Indianapolis ? it will be improved as well ? 1 Share this post Link to post Share on other sites
xXx_Blogis_xXx Alpha Tester, Players 5,335 posts 35,510 battles Report post #23 Posted January 31, 2017 nice tnx for info pal Share this post Link to post Share on other sites
mrk421 Players 430 posts 4,269 battles Report post #24 Posted January 31, 2017 Balance changes: Rare Upgrades Repair party Modification 1 and Surveillance Radar Modification 1 performance has been increased from 20% to 40% to make them more attractive - the competition in the respected slots is very high Honestly you could increase that to 100% and it would still be too situational and generally not worth it over the other options. Good job on the other changes tho! Share this post Link to post Share on other sites
[SCIM] Bramley_House Players 1 post 16,446 battles Report post #25 Posted January 31, 2017 (edited) Hello, I had an update for the public test download today, but since that I cannot access the server. I have tried checking the integrity via the support app, but it is just stuck now in a loop saying it is initialising the torrent session, but nothing happens or downloads. Can anyone advise please? Thxs. All assorted now. Edited January 31, 2017 by Bramley_House Share this post Link to post Share on other sites