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Found 13 results

  1. The reward tank for the Steel Hunter mode will be the E75 TS. Please take it with a grain of salt (new source). View the full article
  2. Reliable birdie just told me that this year Gamescom special premium tank for sale will be the VK 75.01 (K). As always https://thearmoredpatrol.com/2019/05/02/supertest-vk-75-01-k-complete-stats/ https://thearmoredpatrol.com/2019/05/26/vk-75-01-k-pictures-2/ View the full article
  3. More news surfacing of the new patch, general test is scheduled for today, but it could be delayed till tomorrow if WG encounters technical problems. British light tanks will be added for the common testers, as of today, this is one of the fastest added branches ever, with supertests for the vehicles taking very little time. Branch composition: Tier 6 – Comwell Tier 7 – GSR 3301 Setter (Setter) Tier 8 — LHMTV: Tier 9 — GSOR3301 (GSOR) Tier 10 — Manticore Release of British tier 8 premium light tank Senlac is unknown as of yet. Research from Cromwell to the new light tanks will take about 60k XP. Also, E 75 TS (And likely the Raumpanzer and TL-1 aswell) will be added for supertesters to playtest them. View the full article
  4. Commanders! Today we’re releasing the Clan Dashboard, a new in-game feature delivering the latest news and happenings around Clan life. You can access it in one click via the «Clans» tab in your Garage, replacing the «Stronghold» tab. Access and Status Bar At the very top of the Dashboard, you will see a Status bar displaying: The name and emblem of your clan Your current position in the clan* (Private, Combat Officer etc.) *If your rank in the clan changes, it will instantly be updated in the game. News & Announcement Tab In this section, we will publish only the most important news (for example, announcements of new Seasons on the Global Map), which are simultaneously posted on our portal. Clan news will be delivered to the Dashboard from the clan portal. NOTE: If there are currently no announcements or news relevant to your clan, the block “Announcements and news” is not displayed. Clans can also place ads. At the moment, creating ads is possible only through the clan portal. But in the future, we plan that clans will be able to write their news directly on the Dashboard, without leaving it. NOTE: We limited the number of available clan ads from 15 to 3 to keep the interface more light and clear, helping you navigate through them and keeping you more focused on their contents. Main Section The largest part of the clan landing page is reserved for the main block. This is where information about your clan’s personnel will be published, indicating the current number of players in the clan and the number of players online. These indicators are also dynamic and updated in real time. We know you want convenience, flexibility, and choice — so in the main block you will also find the following shortcut buttons: Clan profile, with basic information (creation date, overall rating, etc.) Clan Search “Requests to the clan” button, available only to players with the authority to accept clan players. It will allow them to quickly view all the applications from potential recruits. In addition, the Dashboard displays the clan’s treasury with the amount of Gold and Bonds stored in it. The vault is only visible to clan players who have the authority to view its status. Commanders will be able to dispose оf the clan’s treasury from the Military Personnel screen, which has also been relocated from the Stronghold section. Stronghold Tab Now you have a new access point to Stronghold, right on the Landing Page. At the same time, the Stronghold interface won’t be changed, except for the removal of the clan treasury and the Military Personnel screen. The Stronghold block also contains the following information: Current Command Center Level Amount of Industrial Resources in Storage The dates of War Games, if they are currently available. If War Games are disabled, you will see the corresponding message. If they are activated, but are not currently occurring, the exact time of their launch will be displayed. Global Map Block This block will be available in three different modifications, depending on what clan activities are currently taking place. 1. If neither Seasons nor the clan events occur, the entire block will be inactive. You will see a message stating that the Global Map is frozen. 2. If the Season is at the moment, you will find out its name in this block. When you click on it, the external browser will open and redirect you to the Global Map. 3. If a clan event occurs, you will see its name and the current number of your Personal Fame Points. When you click on this block, an in-game Personal Fame Points store will open where you can buy boosters and choose your event rewards. Thanks to this functionality, you no longer need to visit the Global Map – this can be done without leaving the game! What’s Next? We’re excited to hear what you think about its features. This is only the first iteration of a convenient and feature-rich in-game platform gathering the most up-to-date information about all clan activities in World of Tanks. We will continue working on the Clan Dashboard to ensure your experience is smooth and engaging, so stay tuned! View the full article
  5. Earlier today we saw the introduction of two new tanks to the supertest – the british A43 BP prototype and the tier 8 T54E2 American heavy tank, furthermore, earlier this week we saw the addition of a double barreled ST-II to the supertest, and we have more information on the new mechanic. A43 BP prototype Detailed stats: Tier 6 British premium heavy tank Firepower: Main armament: OQF 17 pdr gun Mk. VII; Shells – 17-Pr. Mk. 9T AP / 17-Pr. Mk. 1T APCR / 17-Pr. Mk. 2T HE Alpha damage -150/150/190; Penetration values – 171/239/38; Damage per minute – 1770,9; Rate of fire – 11.8 (5.1 s. reload); Shell velocity – 1080 m/s (AP); Gun accuracy – 0.355; Aim time – 2.4 s. Aim circle spread – after shot – 3,836; on turret traverse – 0,221; on tank movement – 0,173; on tank traverse – 0,173; Gun depression – 8 degrees; Spotting: View range – 360; Camouflage values – Stationary 12.4 %; On movement 6.2 %; During shooting while stationary 2.9 %; On movement while shooting – 1.45 %; Mobility: Engine power – 600; Vehicle traverse speed – 20; Specific power ratio – 12 hp/t; Maximum speed – forwards 20 km/h; backwards 12 km/h; Terrain resistances – on hard terrain – 1.247; on medium Terrain – 1.534; on soft terrain – 2.397; Armor: Hull front / side – 152.4mm / 95.3mm/50mm; Turret front / side – 152.4 mm / 95.2 mm/101mm; T54E2 Detailed stats: Tier 8 American premium heavy tank Firepower: Main armament: 105mm gun T140E3; Shells – T32M2E AP / T29E3M2E APCR / M11A2E HE Alpha damage -390/390/480; Penetration values – 226/255/53; Damage per minute – 1768.3; Rate of fire – 4.53 (13.23 s. reload); Shell velocity – 1080 m/s (AP); Gun accuracy – 0.384; Aim time – 2.88 s. Aim circle spread – after shot – 3,836; on turret traverse – 0,096; on tank movement – 0,144; on tank traverse – 0,144; Gun depression – 10 degrees; Spotting: View range – 400; Camouflage values – Stationary 9.4%; On movement 4.7%; During shooting while stationary 1.56%; On movement while shooting – 0.93%; Mobility: Engine power – 800; Vehicle traverse speed – 46; Specific power ratio – 16.15 hp/t; Maximum speed – forwards 45 km/h; backwards 17 km/h; Terrain resistances – on hard terrain – 1.342; on medium Terrain – 1.63; on soft terrain – 3.26; Armor: Hull front / side – 152.4mm / 76.2mm/40mm; Turret front / side – 250 mm / 140 mm/140mm; Supertest – double gun barrel mechanic Wargaming statement – At the moment, the stage of closed testing is undergoing something truly unusual. Let’s not beat around the bush: yes, we are testing the mechanics of the double weapon. Immediately make a reservation – it is not known whether it will be in the game. And first of all, we note that this is a test of mechanics, and not of specific tanks. The mechanics themselves are being tested on the example of the ST-II tank, but its equipment, and even the tank itself is used only as a test site. Our task now is to test the concept of two-gun machines. The complexity of the development of such a technique lies in the fact that we need to properly balance these machines with those already in the game. Now we are choosing one of the options for implementing the mechanics of the double gun, and only then we will be able to proceed to customizing the tanks themselves, taking into account the new features. After all, we want not only to give double barreled vehicles higher one-time damage, but also to balance this with the possibility of simultaneous firing from both guns! It is obvious that it is necessary to somehow pay for this opportunity, because we are testing various prototypes of the implementation of this mechanics. At this point, we only had the first testing of two options. But as ideas we have other prototypes. We want to emphasize that now we are just starting to prototype the concept and test implementation options, so it’s too early to talk about putting this mechanics into the game. Machines must pass a full cycle of testing. And we want these machines: • were interesting for the game; • Be balanced against others. If in the course of testing we are unable to select such characteristics of the machines under which both conditions are fulfilled, then such tanks will not appear in the game (in any case, until a solution is found). This is a normal process in the development: we are constantly testing certain game mechanics that may sound interesting in theory, but in practice they turn out to be unviable. In any case, we will continue to search and test new mechanics, because we, like you, want to see something new and interesting in the game. View the full article
  6. ST, French destroyers In addition to the announcement of a new line of ships, we would also like to share with you the concept and features behind the gameplay of French destroyers. First of all, the French are artillery destroyers with Engine Boost, giving + 20% to the speed and Main Battery Reload consumable, accelerating the reload of the main caliber guns by 50%. When fighting in them, it is necessary to properly use the advantage in speed and the ability over a short period of time to significantly increase firepower. They have good armor-piercing shells, which at high tiers can cause damage directly to the citadel of light cruisers from a distance of 8–10 km and heavy cruisers from a distance of 6–7 km. An inconsiderate cruiser, presenting broadside, can become an easy target! A nice addition will be torpedoes with an average range of 8 km, but an impressive speed of 75 knots. The main difference — the lack of the seemingly standard and basic consumable for destroyers — Smoke Generator. But, given the fact that the destroyer at tier X can achieve speeds of up to 55 knots, this deficiency can be partly compensated for with skillful maneuvering and speed changes. In addition, the hit points of the French destroyers are allocated in the same manner as the test destroyer L’effronté (Le Terrible). This system allows destroyers to live longer under intense enemy fire. To sum up, we can say that this new concept of destroyers is more suited to those who prefer speed and an artillery heavy style of play, and for the successful implementation of all their strengths, commanders will need to develop two skills — competent positioning and a “Hit and Run” style of combat. All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. AA parameters are not shown because they are being balanced. Enseigne Gabolde, tier II Hit points — 7600. Plating — 6 mm. Main battery — 3×1 100 mm. Firing range — 9.8 km. Maximum HE shell damage — 1450. Chance to cause fire — 4%. Maximum AP shell damage — 1600. Reload time — 6.0 s. 180 degree turn time — 9.0 s. Maximum dispersion — 88 м. HE initial velocity — 740 m/s. AP initial velocity — 740 m/s. Sigma — 2.00. Torpedo tubes — 2×2 550 mm. Maximum damage — 12233. Range — 6.0 km. Speed — 57 kt. Reload time — 56 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.2 km. Maximum speed — 31 kt. Turning circle radius — 450 m. Rudder shift time — 2.0 s. Surface detectability — 5.9 km. Air detectability — 2.1 km. Detectability after firing main guns in smoke — 1.8 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s (40 s). 2 slot — Engine Boost Duration time 120 s; Maximum speed +20%; Reload time 180 s (120 s); Charges 2 (3). Fusilier, tier III Hit points — 10900. Plating — 6 mm. Main battery — 4×1 100 mm. Firing range — 9.5 km. Maximum HE shell damage — 1450. Chance to cause fire — 4%. Maximum AP shell damage — 1600. Reload time — 6.0 s. 180 degree turn time — 9.0 s. Maximum dispersion — 86 м. HE initial velocity — 740 m/s. AP initial velocity — 740 m/s. Sigma — 2.00. Torpedo tubes — 2×3 550 mm. Maximum damage — 12233. Range — 6.0 km. Speed — 57 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.2 km. Maximum speed — 34 kt. Turning circle radius — 530 m. Rudder shift time — 2.9 s. Surface detectability — 6.7 km. Air detectability — 2.5 km. Detectability after firing main guns in smoke — 2.0 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s (40 s) 2 slot — Engine Boost Duration time 120 s; Maximum speed +20%; Reload time 180 s (120 s); Charges 2 (3). Bourrasque, tier IV Hit points — 11700. Plating — 10 mm Main battery — 4×1 130 mm. Firing range — 11.8 km. Maximum HE shell damage — 1900. Chance to cause fire — 9%. Maximum AP shell damage — 2300. Reload time — 6.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 104 м. HE initial velocity — 725 m/s. AP initial velocity — 725 m/s. Sigma — 2.00. Torpedo tubes — 2×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. Maximum speed — 33 kt. Turning circle radius — 560 m. Rudder shift time — 3.0 s. Surface detectability — 6.8 km. Air detectability — 2.7 km. Detectability after firing main guns in smoke — 2.6 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s (40 s). 2 slot — Engine Boost Duration time 120 s; Maximum speed +20%; Reload time 180 s (120 s); Charges 2 (3). Jaguar, tier V Hit points — 16600. Plating — 10 mm. Main battery — 5×1 130 mm. Firing range — 12.1 km. Maximum HE shell damage — 1900. Chance to cause fire — 9%. Maximum AP shell damage — 2300. Reload time — 6.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 106 м. HE initial velocity — 725 m/s. AP initial velocity — 725 m/s. Sigma — 2.00. Torpedo tubes — 2×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. Maximum speed — 36 kt. Turning circle radius — 660 m. Rudder shift time — 4.0 s. Surface detectability — 7.2 km. Air detectability — 3.4 km. Detectability after firing main guns in smoke — 2.7 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s (40 s). 2 slot — Engine Boost Duration time 120 s; Maximum speed +20%; Reload time 180 s (120 s); Charges 2 (3). Guepard, tier VI Hit points — 17200. Plating — 16 mm. Main battery — 5×1 139 mm. Firing range — 13.0 km. Maximum HE shell damage — 1400. Chance to cause fire — 9%. Maximum AP shell damage — 2600. Reload time — 4.8 s. 180 degree turn time — 27.7 s. Maximum dispersion — 113 м. HE initial velocity — 700 m/s. AP initial velocity — 700 m/s. Sigma — 2.00. Torpedo tubes — 2×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. Maximum speed — 36 kt. Turning circle radius — 680 m. Rudder shift time — 4.1 s. Surface detectability — 7.7 km. Air detectability — 3.6 km. Detectability after firing main guns in smoke — 3.1 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s (40 s). 2 slot — Main Battery Reload Booster Duration time 15 s; Main battery recharge time -50%; Reload time 150 s (100 s); Charges 3 (4). 3 slot — Engine Boost Duration time 180 s; Maximum speed +20%; Reload time 120 s (90 s); Charges 2 (3). Vauquelin, tier VII Hit points — 16900. Plating — 16 mm. Main battery — 5×1 139 mm. Firing range — 13.0 km. Maximum HE shell damage — 1400. Chance to cause fire — 9%. Maximum AP shell damage — 2600. Reload time — 4.8 s. 180 degree turn time — 27.7 s. Maximum dispersion — 113 м. HE initial velocity — 700 m/s. AP initial velocity — 700 m/s. Sigma — 2.00. Torpedo tubes — 3×3 550 mm. Maximum damage — 18400. Range — 8.0 km. Speed — 57 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.2 km. Maximum speed — 36 kt. Turning circle radius — 670 m. Rudder shift time — 4.0 s. Surface detectability — 7.6 km. Air detectability — 4.4 km. Detectability after firing main guns in smoke — 3.0 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s (40 s). 2 slot — Main Battery Reload Booster Duration time 15 s; Main battery recharge time -50%; Reload time 150 s (100 s); Charges 3 (4). 3 slot — Engine Boost Duration time 180 s; Maximum speed +20%; Reload time 120 s (90 s); Charges 2 (3). Le Fantasque, tier VIII Hit points — 18500. Plating — 19 mm. Main battery — 5×1 139 mm. Firing range — 12.8 km. Maximum HE shell damage — 2000. Chance to cause fire — 10%. Maximum AP shell damage — 2700. Reload time — 5.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 111 м. HE initial velocity — 840 m/s. AP initial velocity — 840 m/s. Sigma — 2.00. Torpedo tubes — 3×3 550 mm. Maximum damage — 18400. Range — 8.0 km. Speed — 75 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.4 km. Maximum speed — 43 kt. Turning circle radius — 690 m. Rudder shift time — 4.3 s. Surface detectability — 8.2 km. Air detectability — 4.1 km. Detectability after firing main guns in smoke — 3.3 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s (40 s). 2 slot — Main Battery Reload Booster Duration time 15 s; Main battery recharge time -50%; Reload time 150 s (100 s); Charges 3 (4). 3 slot — Engine Boost Duration time 180 s; Maximum speed +20%; Reload time 120 s (90 s); Charges 2 (3). Mogador, tier IX Hit points — 20200. Plating — 19 mm. Main battery — 4×2 139 mm. Firing range — 13.0 km. Maximum HE shell damage — 2000. Chance to cause fire — 10%. Maximum AP shell damage — 2700. Reload time — 7.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 113 м. HE initial velocity — 840 m/s. AP initial velocity — 840 m/s. Sigma — 2.00. Torpedo tubes — 4×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 60 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. Maximum speed — 44 kt. Turning circle radius — 730 m. Rudder shift time — 4.7 s. Surface detectability — 8.1 km. Air detectability — 3.9 km. Detectability after firing main guns in smoke — 3.3 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s (40 s). 2 slot — Main Battery Reload Booster Duration time 15 s; Main battery recharge time -50%; Reload time 150 s (100 s); Charges 3 (4). 3 slot — Engine Boost Duration time 180 s; Maximum speed +20%; Reload time 120 s (180 s); Charges 2 (3). Kleber, tier X Hit points — 21900. Plating — 19 mm. Main battery — 4×2 139 mm. Firing range — 13.6 km. Maximum HE shell damage — 2000. Chance to cause fire — 10%. Maximum AP shell damage — 2700. Reload time — 7.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 117 м. HE initial velocity — 840 m/s. AP initial velocity — 840 m/s. Sigma — 2.00. Torpedo tubes — 4×3 550 mm. Maximum damage — 18400. Range — 8.0 km. Speed — 75 kt. Reload time — 77 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.4 km. AA sector reinforcement — 50 %, sector reinforcement time — 5 s, sector reinforcement shift time — 5 s. Maximum speed — 44 kt. Turning circle radius — 740 m. Rudder shift time — 4.8 s. Surface detectability — 8.0 km. Air detectability — 4.3 km. Detectability after firing main guns in smoke — 3.2 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s (40 s). 2 slot — Main Battery Reload Booster Duration time 15 s; Main battery recharge time -50%; Reload time 150 s (100 s); Charges 3 (4). 3 slot — Engine Boost Duration time 180 s; Maximum speed +20%; Reload time 120 s (90 s); Charges 2 (3). https://cdn-images-1.medium.com/max/1750/1*Rj2s8e5JjUq84N6sgZH88Q.jpeg ST, icebergs In the near future there will be test sessions with the first destructible game objects on the map: icebergs. A large block of ice will block the way between the islands or serve as temporary cover in the open water inside a key area. Icebergs won’t have a HP bar, but their condition may be estimated by their appearance. After extensive shooting, the iceberg will collapse and go under the water, offering new tactical possibilities. You can use main guns or torpedoes to destroy icebergs. Collision behavior will be the same as for ordinary islands. ST, new camouflages, UI improvements, new Yamato model We continue to add new camos for Copper and Molybdenum to the Armory. In 0.8.3 update battleship Bourgogne will get the “Rhino” camouflage available for Copper with the following bonuses: -3% to detectability range. +4% to maximum dispersion of shells fired by the enemy at your ship. -50% ship’s post-battle service +20% Credits per battle +100% Experience per battle Contest-winning camouflages for Leningrad and Minsk destroyers are added: -3% to detectability range. +4% to maximum dispersion of shells fired by the enemy at your ship. -50% ship’s post-battle service +50% Experience per battle Rank symbols are updated. Now the Ranked Season symbols are golden and those for Ranked Sprint are silver. Also now players will keep their Rank symbol for the season even in the case of a new Ranked Sprint, but only if he won’t participate in the new Sprint. Model of Yamato — one of the oldest ship models in game — gets an update. Thanks to the conducted research, the model will get more details and get closer to the correct historical appearance and how Yamato looked when she went into her last battle. Due to this, the battleship has its AA parameters changed. More information will be provided after testing has been conducted. ST, friendly competition Victory In update 0.8.3, a competition dedicated to the release of Soviet battleships starts. Its structure is similar to the past GO NAVY event, but there are some improvements. Teams will compete with each other by getting points for various successes in battles. Results are summarized at the end of the day. The team with the most points gets a reward, but this also comes with a new difficulty level. The effort needed to get prizes will increase, but the rewards will also get better. The opposing team that comes second will get bonus points, received on the next day of the competition. The difficulty level for the winning team will be reset after the other team wins. The same is true for the bonus points received. This system will help to balance the teams. Players will get additional points for completing personal combat missions during the competition. Also players can get special tokens which can be exchanged in the Armory for different in-game items and special containers with the chance to get and early access for Soviet tier V – VIII battleships. Special permanent camouflages for researchable Soviet ships Vladivostok, Chapaev, Kiev, Ognevoi and premium battleship Lenin will be available in the Armory as well as the consumable camouflage “Victory”. Black sea port is updated for the new event and new patches and memorable flags are added. ST. New ships All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing. Please note that the information in the Development Blog is preliminary. Soviet battleship Slava, tier X Slava will take her place next to the Kremlin and will be the second researchable tier ten in the line of Soviet battleships. The reason why we did not install her guns as an alternative module on the Kremlin and decided to introduce a new battleship are due to the following factors: gun calibres of 457 mm vs 406 mm have a large difference in gameplay and armor penetration. This is especially noticeable when interacting with cruisers and directly affects their behavior in battle. The second ship will offer an alternative gameplay that will be different from the “main” tier X and will help to avoid confusion in determining the caliber of the guns. The initial concept that we want to test on the battleship Slava at the moment is a ranged sniper with good armor, but with less damage per minute and fewer hit points than her sister. In the future, we plan to make similar separation for other ships with similar differences in the game. Hit points — 91800. Plating — 32 mm. The armour scheme is identical to the battleship Kremlin. Main battery — 3×3 406 mm. Firing range — 22.7 km. Maximum HE shell damage — 5800. Chance to cause fire — 40%. Maximum AP shell damage — 13450. Reload time — 30.0 s. 180 degree turn time — 30.0 s. Maximum dispersion — 267 м. HE initial velocity — 870 m/s. AP initial velocity — 870 m/s. Sigma — 1.9. Secondary Armament: 8×2 130.0 mm, range — 6.0 km. Maximum HE shell damage — 1800. Chance to cause fire — 8%. HE initial velocity — 950 m/s AA parameters are not shown because they are being balanced. Maximum speed — 30 kt. Turning circle radius — 1090 m. Rudder shift time — 16.3 s. Surface detectability — 16.7 km. Air detectability — 13.7 km. Detectability after firing main guns in smoke — 16.2 km. Available consumables: 1 slot — Damage Control Party Duration time 20 s; Reload time 60 s (40 s); Charges 3 (4). 2 slot — Repair Party Duration time 28 s; HP per second 459.0; Reload time 120 s (80 s); Charges 2 (3); American destroyer Benham, tier IX Hit points — 14500. Plating — 19 mm. Main battery — 4×1 127 mm. Firing range — 12.6 km. Maximum HE shell damage — 1800. Chance to cause fire — 5%. Maximum AP shell damage — 2100. Reload time — 3.3 s. 180 degree turn time — 6.0 s. Maximum dispersion — 110 м. HE initial velocity — 792 m/s. AP initial velocity — 792 m/s. Sigma — 2.00. Torpedo tubes — 4×4 533 mm. Maximum damage — 16633. Range — 9.2 km. Speed — 55 kt. Reload time — 98 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.1 km. AA defense short-range: continuous damage per second — 65, hit probability — 93%, action zone 0.1–0.9 km; AA defense long-range: number of explosions in a salvo — 2, damage within an explosion — 1470, continuous damage per second — 67, hit probability — 97%, action zone 0.9–5.8 km; AA sector reinforcement — 50 %, sector reinforcement time — 5 s, sector reinforcement shift time — 5 s. Maximum speed — 36 kt. Turning circle radius — 560 m. Rudder shift time — 3.4 s. Surface detectability — 7.6 km. Air detectability — 2.9 km. Detectability after firing main guns in smoke — 2.8 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s (40 s). 2 slot — Smoke Generator Duration time 30 s; Duration time 127 s; Reload time 240 s (160 s); Charges 2 (3); Radius 450.0 m. 3 slot — Engine Boost Duration time 120 s; Maximum speed +8%; Reload time 180 s (120 s); Charges 2 (3). 3 slot — Defensive AA fire Duration time 30 s; Average AA damage +200%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 200%; Reload time 120 s (80 s); Charges 3 (4). Japanese cruiser Yoshino, tier X Hit points — 61800. Plating — 25 mm, central part — 30 mm. Main battery — 3×3 310 mm. Firing range — 21.3 km. Maximum HE shell damage — 5100. Chance to cause fire — 27%. Maximum AP shell damage — 8650. Reload time — 20.0 s. 180 degree turn time — 36.0 s. Maximum dispersion — 217 м. HE initial velocity — 836 m/s. AP initial velocity — 836 m/s. Sigma — 2.05. Torpedo tubes — 4×4 610 mm. Maximum damage — 23767. Range — 12.0 km. Speed — 67 kt. Reload time — 120 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.7 km. Secondary Armament: 8×2 100.0 mm, range — 6.0 km. Maximum HE shell damage — 1700. Chance to cause fire — 6%. HE initial velocity — 1000 m/s AA defense short-range: continuous damage per second — 583, hit probability — 85%, action zone 0.1–1.9 km; AA defense mid-range: number of explosions in a salvo — 7, damage within an explosion — 980, continuous damage per second — 280, hit probability — 90%, action zone 1.9–3.5 km; AA defense long-range: number of explosions in a salvo — 8, damage within an explosion — 1540, continuous damage per second — 261, hit probability — 90%, action zone 3.5–5.8 km; AA sector reinforcement — 25%, sector reinforcement time — 10 s, sector reinforcement shift time — 10 s. Maximum speed — 34 kt. Turning circle radius — 920 m. Rudder shift time — 15.0 s. Surface detectability — 15.1 km. Air detectability — 10.7 km. Detectability after firing main guns in smoke — 11.7 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 90 s (60 s). 2 slot — Hydroacoustic Search Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 180 s (120 s); Charges 2 (3). 2 slot — Defensive AA fire Duration time 40 s; Average AA damage +100%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 100%; Reload time 120 s (80 s); Charges 2 (3). 3 slot — Spotting Aircraft Duration time 100 s; Main battery firing range +20.0%; Reload time 360 s (240 s); Charges 3 (4). 4 slot — Repair Party Duration time 28 s; HP per second 309.0; Reload time 120 s (80 s); Charges 2 (3). Japanese destroyer Yudachi, tier VII Hit points — 13200. Plating — 16 mm. Main battery — 1×1 and 2×2 127 mm. Firing range — 11.8 km. Maximum HE shell damage — 2150. Chance to cause fire — 9%. Maximum AP shell damage — 2200. Reload time — 9.0 s. 180 degree turn time — 30.0 s. Maximum dispersion — 104 м. HE initial velocity — 915 m/s. AP initial velocity — 915 m/s. Sigma — 2.00. Torpedo tubes — 2×4 610 mm. Maximum damage — 17233. Range — 15.0 km. Speed — 57 kt. Reload time — 101 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 2.5 km. AA defense mid-range: number of explosions in a salvo — 1, damage within an explosion — 560, continuous damage per second — 27, hit probability — 93%, action zone 1–2 km; AA sector reinforcement — 50 %, sector reinforcement time — 5 s, sector reinforcement shift time — 5 s. Maximum speed — 34 kt. Turning circle radius — 570 m. Rudder shift time — 3.2 s. Surface detectability — 6.5 km. Air detectability — 2.8 km. Detectability after firing main guns in smoke — 2.4 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s (40 s); 2 slot — Smoke Generator Duration time 20 s; Duration time 85 s; Reload time 240 s (160 s); Charges 2 (3); Radius 450.0 m. 3 slot — Engine Boost Duration time 120 s; Maximum speed +8%; Reload time 180 s (120 s); Charges 2 (3). French destroyer Siroco, tier V Hit points — 11700. Plating — 10 mm. Main battery — 4×1 130 mm. Firing range — 11.8 km. Maximum HE shell damage — 1900. Chance to cause fire — 9%. Maximum AP shell damage — 2300. Reload time — 6.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 104 м. HE initial velocity — 725 m/s. AP initial velocity — 725 m/s. Sigma — 2.00. Torpedo tubes — 2×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. AA defense short-range: continuous damage per second — 26, hit probability — 81%, action zone 0.1–0.9 km; AA defense mid-range: number of explosions in a salvo — 1, damage within an explosion — 630, continuous damage per second — 1, hit probability — 85%, action zone 0.9–3 km; AA sector reinforcement — 50 %, sector reinforcement time — 15 s, sector reinforcement shift time — 23 s. Maximum speed — 33 kt. Turning circle radius — 550 m. Rudder shift time — 3.0 s. Surface detectability — 6.8 km. Air detectability — 3.4 km. Detectability after firing main guns in smoke — 2.6 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 60 s; 2 slot — Engine Boost Duration time 120 s; Maximum speed +20%; Reload time 180 s (120 s); Charges 3. French cruiser Bayard, tier VIII Hit points — 34700. Plating — 13 mm, central part — 25 mm. Main battery — 4×3 152 mm. Firing range — 17.4 km. Maximum HE shell damage — 2200. Chance to cause fire — 12%. Maximum AP shell damage — 3300. Reload time — 7.5 s. 180 degree turn time — 15.0 s. Maximum dispersion — 153 м. HE initial velocity — 870 m/s. AP initial velocity — 870 m/s. Sigma — 2.00. Torpedo tubes — 2×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. Secondary Armament: 4×2 100.0 mm, range — 5.0 km. Maximum HE shell damage — 1400. Chance to cause fire — 5%. HE initial velocity — 855 m/s. AA defense mid-range: number of explosions in a salvo — 7, damage within an explosion — 980, continuous damage per second — 446, hit probability — 85%, action zone 1–3.8 km; AA defense long-range: number of explosions in a salvo — 4, damage within an explosion — 1190, continuous damage per second — 89, hit probability — 85%, action zone 3.8–5.8 km; AA sector reinforcement — 25 %, sector reinforcement time — 10 s, sector reinforcement shift time — 10 s. Maximum speed — 34 kt. Turning circle radius — 730 m. Rudder shift time — 9.3 s. Surface detectability — 12.2 km. Air detectability — 6.4 km. Detectability after firing main guns in smoke — 5.9 km. Available consumables: 1 slot — Damage Control Party Duration time 5 s; Reload time 90 s (60 s); 2 slot — Hydroacoustic Search Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 180 s (120 s); Charges 2 (3). 2 slot — Defensive AA fire Duration time 40 s; Average AA damage +100%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 100%; Reload time 120 s (80s); Charges 2 (3). 3 slot — Engine Boost Duration time 180 s; Maximum speed +20%; Reload time 120 s (90 s); Charges 2 (3). 4 slot — Main Battery Reload Booster Duration time 15 s; Main battery recharge time -50%; Reload time 180 s (120 s); Charges 3 (4). ST, changes for Yukikaze, Indomitable, Georgia Japanese destroyer Yukikaze, tier VIII Standard Engine Boost consumable is added, like that of Kagero This destroyer couldn’t fully show it’s potential without Engine Boost. it will be easier to use it’s comparatively short-range torpedoes with this consumable. British aircraft carrier Indomitable, tier VIII Number of charges for the “Patrol fighters” consumable is increased from 3 to 4 for all aircraft types; The starting number of planes is increased: from 9 to 12 for attack aircraft; from 6 to 8 for bombers Bombers get the same bombs used by Implacable In high-tier battles, the aircraft carrier quickly lost its planes and had no reserves to fill the squadrons. To improve the efficiency of this ship in such situations, the number of available planes is increased. At the same time the damage of bombers is lowered to balance the Indomitable’s damage in battles against tier VI and VII ships. American battleship Georgia, tier IX The dispersion ellipse size is reduced for main caliber guns Sigma is reduced from 2 to 1.8 Accuracy of secondary guns is lowered New accuracy settings are implemented to compensate for a small number of guns and to designate it’s role as a far-range ship. Please note that the information in the Development Blog is preliminary. AA changes in update 0.8.2 In this post we want to show how the non-linear addition of continuous AA damage from several ships will work in update 0.8.2. The reason for the change was the fact that in update 0.8.0.1 the AA damage was redistributed: explosion damage was reduced and continuous damage was increased. Before the release of 0.8.0.1 if the player skillfully dodged the explosions, the squadron took almost no losses. Strengthening of the continuous damage balanced the interaction of 1 ship and a squadron, but the total damage from several ships was too effective: planes often could not make even one attack run being in the AA zones of 3–4 ships. At the same time we can’t just reduce the AA damage of several ships, because then ships that are distant from the allies will become extremely vulnerable. To solve this problem, we implemented a non-linear addition of continuous AA damage. Now continuous damage from several ships will be less than the sum of their damage, but still more than damage of any one of them. Damage is always calculated the same way; The damage of the AA zones firing on squadron is determined; A reduction factor is calculated for each individual AA zone depending on the number of ships firing and their damage; Damage is summed up taking the reduction factor in consideration. The most notable damage reduction is for ships with the same AA damage (0.89 for 2 ships, 0.83 for 3, 0.79 for 4). The more difference in damage, the less will be the reduction. Let’s have an example: a squadron flies into the mid-range zone of Minotaur and simultaneously into the short-range zone of Shimakaze (signals, upgrades or Commander skills are not considered in this example). The continuous damage values for these zones are 1281 and 203, 1484 in total. For 2 ships with these damage values the reduction factor is 0.94. The resulting damage is 1397. The factor may differ for each situation. Let’s have another example with smaller difference in damage: long-range zone of Henri IV (169) and mid-range zone of Khabarovsk (140). The reduction factor will be 0.89 and the total damage will be 275 instead of 309. You can download the table from the link and experiment with different damage values https://drive.google.com/open?id=1skPhXZFYVZTqwuzap9vFUdJe_D1USKlV ST, Soviet battleships changes Armor changes: Knyaz Suvorov, tier III: upper deck armor lowered from 38 mm to 16 mm; Pyotr Velikiy, tier V: fore and aft deck armor lowered from 38 mm to 19 mm; Aft end side armor lowered from 125 mm to 75 mm. Due to their armor thickness, Knyaz Suvorov and Pyotr Velikiy could almost ignore cruisers’ HE shells. To deal damage to these ships with HE, the caliber of 230 mm and higher was needed, with the new parameters, lower calibers can penetrate their armor and deal damage. Izmail, tier VI: casemate belt armor increased from 25 mm to 100 mm. Izmail’s casemate armor belt didn’t allow her to fully utilise herself as a close range battleship, and changing the thickness of the armor will allow this ship to act more aggressively and effectively at distances that are comfortable for her. Accuracy changes: Knyaz Suvorov, tier III: sigma is lowered from 1.7 to 1.5; Gangut, tier IV: sigma is lowered from 1.7 to 1.4 Low level battles usually take place at distances of 15 and lower km. In most situations Soviet BBs appear to be more accurate than their classmates. Changing the sigma allows this excessive advantage to be reduced, but it doesn’t affect the features of the dispersion ellipse. Maximum firing range changes: Knyaz Suvorov, tier III: maximum firing range for main caliber guns with the stock gun fire control system is lowered from 13.3 to 11.48 km; Gangut, tier IV: maximum firing range for main caliber guns with the stock gun fire control system is lowered from 14.13 to 12.31 km; Pyotr Velikiy, tier V: maximum firing range for main caliber guns with the stock gun fire control system is lowered from 15.15 to 14.55 km; Sinop, tier VII: maximum firing range for main caliber guns with the stock gun fire control system is lowered from 16.15 to 15.79 km; Vladivostok, tier VIII: maximum firing range for main caliber guns with the stock gun fire control system is lowered from 17.24 to 16.34 km; Detectability range changes: Gangut, tier IV: Detectability range by sea is increased from 10.62 to 13.62 km; Detectability after firing main guns in smoke is increased from 8.27 to 10.42 km; Detectability range by air is increased from 7.68 to 8.86 km. Engine changes: Pyotr Velikiy, tier V: engine reduced, thus lowering her maximum speed from 29.5 to 26.5 knots; Sinop, tier VII: the researchable engine is removed. Maximum speed with stock engine is 27 knots. Turret turning changes: Knyaz Suvorov, tier III: turning angles for the near side turrets are changed. Now they can turn to face the opposite side; Sinop, tier VII: turrets turning speed is lowered from 6 dg/s to 3 dg/s; Vladivostok, tier VIII: turrets turning speed is lowered from 6 dg/s to 4 dg/s These changes balance the ships in their overall performance, keeping their distinctive features — good accuracy on lower ranges and general effectivesness in close combat — intact. Surveillance Radar consumable is removed from Vladivostok, Sovetsky Soyuz, Kremlin and Lenin. It’s effectiveness was very situational and it didn’t suite this branch. “Fighters” consumable parameters are brought to the standard values: action time 60 s, reload time 135 (90) s. Please note that the information in the Development Blog is preliminary. ST, new camouflage. A permanent Makoto Kobayashi camouflage for Yamato has been added to the game. View the full article
  7. Graf Zeppelin and Soviet battleships changes The total damage output of Graf Zeppelin is still very high. To keep the special features of GZ’s attack planes and dive bombers and balance the total amount of damage this CV can inflict, the damage of torpedoes is lowered from 5500 to 4533. This change will be live at 14:00 UTC on 13.03.19 It’s not planned to make further changes to the parameters of Graf Zeppelin, Saipan, Kaga and Enterprise. We consider their balancing finished. We also would like to remind you that you can exchange your CVs in the Inventory section before the time to do this expires with 0.8.2. – Accuracy settings are changed for Lenin and all researchable tier III – X soviet battleships; – Damage Control Party duration is lowered to 10 seconds for for Lenin and all researchable soviet battleships. The accuracy settings for the Soviet battleships were very “unnatural” and the change of the spread at long range increases sharply. Also such settings gave too large of an accuracy bonus at distances of mid to close range fights. Therefore, the values of the vertical and horizontal spread were adjusted so that accuracy depending on the distance changes more smoothly. This will slightly reduce the accuracy on the range up to 12 km. The Soviet battleships were too effective in “tanking” cruisers’ damage thanks to their good armor, high HP pool and the special settings of the Damage Control Party. Therefore, to balance the interaction of the Soviet BBs and cruisers, but keep other traits intact, the duration of the DCP is reduced. This will increase the total damage Soviet BBs receive from fires. [PSA] Giulio Cesare testing and premium ships status Dear players, Following your feedback and test results, we decided to stop live testing of Giulio Cesare at tier VI and abandon the initiative to individually re-balance premium ships, which were purchased in or directly marketed through our Premium store. Here is the reasoning: 1. While many of you did support the idea of promoting more balance and fair play, most of you were not willing to support this if it means making changes to purchased premium ships. 2. Many of you let us know that the perfect balance in each ship group is not as critical for you as we assumed; however, the confidence that the stats of purchased premium ships are not to be nerfed is much more important. It was not the only opinion voiced, but it was the most frequent in all discussions on all platforms. 3. According to the majority of your opinions, having several over performing premium ships in the game is not an issue for you, given the fact that they are not sold directly and that they can be countered under the right circumstances; 4. Testing Giulio Cesare on tier VI has shown that it can indeed be a balanced tier VI battleship, however, her gameplay experience changed dramatically. The same is true for alternative rebalance options (e.g. nerf on tier V). As the proposed initiative was initially based on community feedback, and achieving absolutely perfect balance in each ship group is not a purpose in itself (and it is not really possible anyway, because ships have vastly different play styles, pros and cons, and players have vastly different skill levels), we decided to cancel it. There are not many ships like Giulio Cesare in the game, and most of them are quite old; our balancing process has significantly improved since release, and there is no indication that we will have many such ships in the game. However, if they do appear, we will take appropriate action. For example, as we do now, stop direct sales and limit their distribution to very special occasions, so that their presence in battles is minimal. Despite the fact that we never had a rule which stated “premium ships are not nerfed individually”, we indeed did not do it before and we understand why many of you assumed that there is such a rule. It should be noted that even the ships purchased in or marketed through Premium store are a part of a big game we all play. That means our decision does not isolate any ship from systematic changes applied to a group of ships on common basis or to the whole game. For example, a change to the Radar mechanics affects all ships equipped with Radar, a Smoke mechanics change affects all ships with smoke, etc. We sincerely thank you for your opinions and feedback. Good luck and fair seas! Public Test, changes to Furious, Azuma AA British CV Furious, tier VI Stock bombers changed: Number of bombers in one attacking flight increased from 1 to 2; Plane regain time is lowered from 142 to 96 seconds; Size of the aiming ellipse is increased by 22% Top researchable bombers changed: Count of bombers in one attacking flight increased from 1 to 2; Size of the aiming ellipse is increased by 30% Top researchable torpedo bombers’ torpedoes replaced by that of the stock ones: The damage is lowered from 5930 to 5200 The flooding chance is lowered from 51% to 45% Instead of 4 bomber attack runs you can make only 2, but each of them will be more effective and the squadron will spend less time under the AA fire. The size of the aiming ellipse was increased to take into account the addition of the second plane and the increased number of bombs being dropped. The torpedoes of the top torpedo-bombers were replaced as they demonstrated higher efficiency in comparison with other CVs. In addition, such a change compensates the increased bombers’ damage. Azuma’s AA was updated in 0.8.1, it was tested and we are ready to show you the final state of the ship’s AA defense: AA defense short-range: continuous damage per second – 519, hit probability – 83%, action zone 0.1-1.9 km; AA defense long-range: number of explosions in a salvo – 8, damage within an explosion – 1470, continuous damage per second – 260, hit probability – 88%, action zone 1.9-5.8 km; AA sector reinforcement – 25%, sector reinforcement and reinforcement shift time – 10 s. Azuma’s AA has high continuous damage in the short ranges and dangerous explosions from the 1.9 km range. Source: WoWS Dev FB page View the full article
  8. ST, test ships changes. Soviet destroyer Neustrashimy, tier IX. Changed the parameters of the “Repair party” consumable: — Healing is reduced from 2% to 1.5% of maximum hit points per second. The concept of a destroyer with an improved “Repair party”, which can restore a large number of hit points, has proven itself well and has allowed Neustrashimy to survive clashes with the enemy and have the ability to return to active combat later in the battle. However, to balance Neustrashimy with other destroyers, we needed to reduce the efficiency of this consumable. Italian destroyer Leone, tier VI. Changed the parameters of the “Smoke Generator” consumable: — The number of charges is reduced from 2 (3) to 1 (2); A large number of Smoke Generator charges make a destroyer very forgiving of mistakes. Given her long emission and duration time, Leone was very effective at her tier. Now, with the wrong positioning and inappropriate activation of the consumable, the destroyer can more easily end up without charges at the end of the battle and, as a result, will be less effective. Japanese cruiser Azuma, tier IX. The original concept of this cruiser thrived in long distance engagements, taking into account the features of her armor and her good accuracy. However, testing showed that such an idea severely limited the player tactically and reduced their impact on the battle. In the new version, Azuma is less accurate, but at the same time she has received a number of improvements that allow the ship to be effective not only at the maximum range. Improved the “Repair party” consumable: — The number of charges increased from 2 (3) to 3 (4); — Cooldown has been reduced from 120 (80) to 60 (40). Added the “Hydroacoustic Search” consumable: — Duration: 100 s; — Ship detection range: 5 km; — Torpedo detection range: 3.5 km; — Cooldown: 180 s (120 s); — Charges: 2 (3). The accuracy of this cruiser returned to its previous level due to excessive efficiency. At the same time, the parameters will still be better than those of similar tier IX cruisers (Kronstadt and Alaska) at short and medium distances. To increase the survivability of the cruiser, we improved the “Repair party” consumable. With a short cooldown and a large number of charges, the cruiser will be able to stay longer in active battle. The “Hydroacoustic Search” consumable returned to the ship, and its parameters correspond to the standard for cruisers at tier IX. Its presence will allow the ship to feel safer in close combat, although the characteristics of the cruiser do not imply effective participation in the battle at short distances due to the peculiarities of the armor and a long reload of the Main Battery. Also, Azuma will have her anti-aircraft weapons updated. We will share the details, but a little later. Please note that the information in the Development Blog is preliminary. Dear players, In update 0.8.2 the Arsenal will receive new functionality and a new name – Armory. We’ve also decided, according to your requests, to add about 50 premium ships to it, that will be available for purchase for doubloons. We also removed some of the premium ships from the tech tree to focus it on the researchable ships, moreover, purchasing premium ships is more comfortable in the Armory due to the filters. Later on we’re planning to extend the selection so that you always have an extensive selection of ships to purchase for doubloons. World of Warships team ST. New maps Three new maps for tier VIII-X battles have been added to the game. They don’t have names or a certain visual style yet, but you can already take a look at the location of the control points and Islands. The first map is a group of medium-sized Islands located at a fairly large distance from each other. There are a lot of open spaces on the map and there are almost no Islands for cover in or near the caps. In the eastern part of the second map, one control point is covered from the others by a chain of Islands, however these allows ships to move freely. Small groups of Islands on the 9-10 lines will help ships to provide flank cap control. A few small islands are located in the center. Their height allows players to fire over them. You will find several large Islands in the western part of the map. They will help to hide the ships entering and leaving the nearby control point. The third map is a large chain of Islands of different sizes, located close to each other. Islands form a large bay around the control point in the eastern part of the map. Many Islands in the western and central parts of the map will allow you to secretly move and organize ambushes. Maps are expected to go through several stages of testing and as a result, they can change significantly. Please note that the information in the Development Blog is preliminary. View the full article
  9. I compiled 3 articles from the WoWS Dev Facebook page into one. Enjoy! ST, Arsenal update, improving the port and service record interface Starting with update 0.8.2 we’re planning to alternate the introduction of the new permanent camouflages for Molybdenum or Copper. In 0.8.2 update Black will get the new permanent camouflage “Marlin” for Molybdenum with the following bonuses: 3% to detectability range. +4% to maximum dispersion of shells fired by the enemy at your ship. +150% Experience per battle +150% Free experience per battle +150% Commander’s experience per battle -10% ship’s post-battle service Arsenal features new filters for searching ships: tiers, required resource, class, nation. Also, Arsenal will be renamed to ‘Armory’. Added new camouflage Stream Dream for official stream giveaways: -3% to detectability range. +4% to maximum dispersion of shells fired by the enemy at your ship. +100% Free experience per battle +20% Credits per battle Noticeable changes for port’s interface: Banners in the left part of the screen are updated; Account leveling progress will display as a banner for players that have not reached 15 account level; Service Record updated and now displays the details about leveling rewards; Distinctive Insignia menu moved from Service Record to the upper left part of the port screen; Server info and online players counter moved to the main game menu opened by ESC button. Updated interface will make it easier to understand the service record and all the possibilities available. ST, Space Warships Intergalactic Games Battle modes, ships, maps and events, dedicated to April the 1st will be available for testing. There are 4 new battle modes: Space assault. This mode features different objectives for two teams of 9 players. Attackers should destroy the defenders’ base after taking down the force field generators. Destruction of the generators adds more time for fulfilling the attackers’ main goal. Defending ships are constantly regenerating their HP, and this is improved for each generator or defending ship lost. Attacking ships respawn at their base after being destroyed; Saturn’s rings. This is a tweaked Epicenter: the capturing process of inner caps doesn’t block outer caps from capture by the opposing team. Inner caps bring more points over time when held, so the team that captures them will have an advantage; Binary star. Each team base is located at the enemy spawn, that has a tremendous size. The zones gradually become smaller (until the limit is reached), so teams constantly have to attack not to lose their bases; Torpedo beat. This mode is based on Saturn’s rings. Only destroyers are allowed and there are 5 ships per team. The main weapon for the mode are torpedoes as the main guns work under the AI control like the secondaries. All ships have their maneuverability improved and acceleration/deceleration time lowered. The player who destroys an enemy, and all of the team that loses an ally gets one use of the “Repair party” consumable. These battles will be fought on 4 space maps: Risus, Ludus, Navis and Appulse which are visually tweaked Estuary, Tears of the Desert, Warrior’s Path and Hotspot. Only special space ships can participate in the space games (including those from the previous year). For taking part in space battles and completing daily missions and directives you will earn the a temporary resource — ironium, which can be exchanged in the Arsenal for patches, themed commanders, camouflages, ships premium account, credits, and most importantly — unique upgrades for tier X ships. You also can get up to 4 missions for doubloons that will reward players with ironium, in case you need more of it. There are special achievements to earn in the space battles and an option to purchase permanent space camouflages: 9 from last year and 2 new for Hindenburg and Shimakaze. Also, for completing directives of the event, you can get permanent space camouflages for American and French tier VI — IX cruisers: Pensacola, New Orleans, Baltimore, Buffalo, Galissonniere, Algerie. Charles Martel, Saint Louis. ST, CVs, Georgia, Monarch, Conqueror Please note that the information in the Development Blog is preliminary. Several improvements for the CV class: Deck’s interface improved for better understanding of mechanics; Altitudes for planes returning to the aircraft changed: now attacking flights will need to get to a lower altitude than the squadrons returning via the “F” button. This will improve the survivability of flights which can’t escape the AA fire after the attack. But the “F”-spam tactic will still result in noticeable losses if performed in the AA zone. American battleship Georgia, tier IX Hit points — 74100. Plating — 32 mm. Main battery — 3×2 457 mm. Firing range — 21.0 km. Maximum HE shell damage — 6450. Chance to cause fire — 43%. Maximum AP shell damage — 15750. Reload time — 30.0 s. 180 degree turn time — 45.0 s. Maximum dispersion — 270 м. HE initial velocity — 800 m/s. AP initial velocity — 732 m/s. Sigma — 2.00. Secondary Armament: 10×2 127.0 mm, range — 6.0 km. Maximum HE shell damage — 1800. Chance to cause fire — 5%. HE initial velocity — 792 m/s AA defense: 40×1 20.0 mm. 10×2 127.0 mm. 16×4 40.0 mm. AA defense short-range: continuous damage per second — 533, hit probability — 68 %, action zone 0.1–1.5 km; AA defense mid-range: number of explosions in a salvo — 11, damage within an explosion — 385, continuous damage per second — 385, hit probability — 73 %, action zone 1.5–3.5 km; AA defense long-range: number of explosions in a salvo — 8, damage within an explosion — 144, continuous damage per second — 144, hit probability — 73 %, action zone 3.5–5.8 km; AA sector reinforcement — 50 %, sector reinforcement and reinforcement shift time — 5 s. Maximum speed — 33 kt. Turning circle radius — 890 m. Rudder shift time — 16.5 s. Surface detectability — 16.9 km. Air detectability — 14.1 km. Detectability after firing main guns in smoke — 18.0 km. Available consumables: 1 slot — Damage Control Party 2 slot — Repair Party 3 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. Test versions of the ships Monarch and Conqueror will be added. Both ships have very low citadel and this results in huge difficulty hitting it. Test ships will have their citadels placed higher. But the restoration of the casemate (non-citadel) damage increased from 60% to 75%. Also parameters of “Repair Party” were changed: Healing increased from 0.5%/s to 0.6%/s for Monarch_T; Consumable cooldown lowered from 180 s to 120 s. So, these ships can be better punished for positioning mistakes, but their commanders now have improved HP regeneration. Please, pay attention that these are test changes and they don’t apply to the basic ships. If testing shows that such balancing is efficient, it may later be applied to the basic versions of the ships. View the full article
  10. With the release of patch 1.4 we will get an event called Pedal to the Metal. It’s about the wheeled vehicles and as a reward we can get the Gendron Somua tier II premium vehicle. Frontline will start on the 11st of February (but this is already known) Between the 21st of February and 6th of March we will get a marathon for the Panhard EBR 75 (FL 10) p.s. These news are NOT confirmed! View the full article
  11. Hello Commanders, Today we continue our closed testing of wheeled vehicles. This time the spotlight is on the Tier IX Panhard EBR 90. Resembling its elder brother in many respects, this armored vehicle boasts more powerful main armament—the 90 mm gun. All the same mechanics typical for wheeled vehicles are available to this Panhard. It plays similarly to all other active reconnaissance scouts, relying on agility and speed. This is the first iteration of testing, according to the results of which the specs, as well as the number and detailed settings of new game mechanics, may change. Follow the news and good luck on the battlefield! View the full article
  12. Commanders, Today we start the closed test of the French wheeled vehicles branch. The basic mechanics were checked earlier with the Tier VIII armored car, and now we get to fine-tune the entire line, starting from the top. The first in queue is the Panhard EBR 105, the Tier X crown of the branch, expressing the unique features of wheeled vehicles the most. What kind of vehicle is that? Eight wheels, two driving modes, ‘magnet’ lock-on, the charge mechanic, and other distinct features are in place (and enhanced). The vehicle is extremely vulnerable for enemy fire, with a small HP pool and almost non-existent armor, so rely on its mobility and small size to survive. It counts as a light tank but the spotting distance is much shorter than those of tracked ones. The firepower is enough to finish off a damaged enemy at the end of a battle but not for an even-sided one-on-one engagement. The Panhard’s ace in the sleeve is its mobility. A 105-mm cannon has outstanding stabilization allowing to fire on the move but its reloading speed is to underline that damage dealing isn’t armored cars’ main specialty. How will it play? How will it play? At the start of a battle, as an extremely active spotter. At the middle, as a very agile reconnaissance vehicle with limited firepower. At a battle’s end, as a rapid and dangerous predator. ‘Speed and aggression’ is a wheeled vehicle’s creed. The Panhard will be relatively tough to handle and will suit experienced and confident tankers. Depending on test results, we may change the stats for the Panhard EBR 105. Please follow the news and all the luck in every battle! View the full article
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