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shonai_

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  1. shonai_

    ST, New ships

    Japanese battleship Yashima, tier X Yashima is an alternative project of Yamato, armed with 6 510-mm guns and modernized AA defense. The battleship has shells with high damage and very good penetration, but not the best ballistics. As these shells need to pass through a thick armor to detonate, there will often be over-penetration when lightly armored targets are hit. However, enemy battleships are a perfect target for Yashima. Hit points – 97200. Plating - 32 mm. Main battery - 3x2 510 mm. Firing range - 26.6 km. Dispersion at this range - 272 m. Sigma – 2.10. Maximum HE shell damage – 8100. Chance to cause fire – 40%. HE initial velocity - 720 m/s. Maximum AP shell damage - 19400. AP initial velocity - 720 m/s. Reload time - 35.0 s. 180 degree turn time - 60.0 s. Secondary Armament: 2x3 155.0 mm, range - 7.0 km. Maximum HE shell damage – 2600. Chance to cause fire – 10%. HE initial velocity - 925 m/s 10x2 100.0 mm, range - 7.0 km. Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity - 1000 m/s AA defense: 24x2 40.0 mm, 16x3 25.0 mm, 10x2 100.0 mm. AA defense short-range: continuous damage per second - 102, hit probability - 85 %, action zone 0.1-2.5 km; AA defense mid-range: continuous damage per second - 438, hit probability - 75 %, action zone 0.1-3.5 km; AA defense long-range: number of explosions in a salvo - 10, damage within an explosion - 1540, continuous damage per second - 235, hit probability - 75 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 10, damage within an explosion - 1540, action zone 3.5-5.8 km. Maximum speed - 27.0 kt. Turning circle radius - 900 m. Rudder shift time – 18.7 s. Surface detectability – 18.0 km. Air detectability – 12.8 km. Detectability after firing main guns in smoke – 20.9 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party 3 slot - Fighter/Spotting Aircraft European destroyer Orkan, tier VIII Orkan is the former British destroyer Myrmidon, given to the Polish fleet. Orkan's main strength in the game is her main caliber guns. Fast and long-range torpedoes act as an auxiliary armament due to their not very high damage and having only 4 torpedoes per salvo. The destroyer has access to Surveillance Radar but no Smoke Generator. Hit points – 15700. Plating - 19 mm. Main battery - 3x2 120 mm. Firing range - 11.6 km. Dispersion at this range - 102 м. Sigma – 2.00. Maximum HE shell damage – 1750. Chance to cause fire – 9%. HE initial velocity - 774 m/s. Maximum AP shell damage - 2250. AP initial velocity - 774 m/s. Reload time - 4.5 s. 180 degree turn time - 9.0 s. Torpedo tubes - 1x4 533 mm. Maximum damage - 10700. Range - 12.0 km. Speed - 76 kt. Torpedo detectability - 1.6 km. Reload time - 70 s. Launcher 180 degree turn time – 7.2 s. AA defense: 1x4 40.0 mm, 6x1 20.0 mm, 1x1 102.0 mm, 3x2 120.0 mm. AA defense short-range: continuous damage per second - 70, hit probability - 95 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 35, hit probability - 100 %, action zone 0.1-2.5 km; AA defense long-range: continuous damage per second - 35, hit probability - 100 %, action zone 0.1-5.2 km; Number of explosions in a salvo - 1, damage within an explosion - 1260, action zone 3.5-5.2 km. Maximum speed - 35.0 kt. Turning circle radius - 590 m. Rudder shift time – 3.7 s. Surface detectability – 7.0 km. Air detectability – 3.0 km. Detectability after firing main guns in smoke – 2.5 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost 3 slot - Repair Party (Duration time 10 s; HP per second 157, Reload time 120 (80) s; Charges 1(2)); 4 slot - Surveillance Radar (Duration time 15 s; Detection of ships 7.5 km; Reload time 180(120) s; Charges 2(3)). Japanese destroyer Arashi, tier VIII Arashi is equipped with 150-mm guns and Hydroacoustic search, unusual for a Japanese destroyer. The main part of the ship's gameplay is conducting stealthy torpedo attacks. Hit points – 13300. Plating - 19 mm. Main battery - 3x1 150 mm. Firing range - 11.4 km. Dispersion at this range - 100 м. Sigma – 2.00. Maximum HE shell damage – 2500. Chance to cause fire – 11%. HE initial velocity - 875 m/s. Maximum AP shell damage - 3900. AP initial velocity - 875 m/s. Reload time - 5.0 s. 180 degree turn time - 20.0 s. Torpedo tubes - 2x4 610 mm. Maximum damage - 20967. Range - 10.0 km. Speed - 67 kt. Torpedo detectability - 1.7 km. Reload time - 112 s. Launcher 180 degree turn time – 7.2 s. AA defense: 4x1 25.0 mm. AA defense short-range: continuous damage per second - 14, hit probability - 95 %, action zone 0.1-2.5 km. Maximum speed - 35.0 kt. Turning circle radius - 640 m. Rudder shift time – 4.0 s. Surface detectability – 6.8 km. Air detectability – 3.1 km. Detectability after firing main guns in smoke – 2.5 km. Available consumables: 1 slot - Damage Control Party 2 slot - Smoke Generator (Duration time 20 s; Dispersion time 69 s; Reload time 240(160) s; Charges 2(3); Radius 450.0 m; 3 slot - Engine Boost 4 slot - Hydroacoustic Search(Duration time 100 s; Torpedo detection range 3.5.km; Ship detection range 5.0 km; Reload time 180(120) s; Charges 2(3)) German cruiser Ägir, tier IX Ägir is a big cruiser with the same hull as Siegfried and armed with 9 305-mm guns. She is especially efficient in fighting at close and medium ranges due to her torpedo armament and secondary guns with improved accuracy and relatively quick reload, which are uncharacteristically strong for the class. Hit points – 62850. Plating - 27 mm. Main battery - 3x3 305 mm. Firing range - 18.5 km. Dispersion at this range - 175 m. Sigma – 1.8. Maximum HE shell damage – 3600. Chance to cause fire – 27%. HE initial velocity - 865 m/s. Maximum AP shell damage - 9400. AP initial velocity - 865 m/s. Reload time - 22.0 s. 180 degree turn time - 30.0 s. Torpedo tubes - 2x4 533 mm. Maximum damage - 13700. Range - 6.0 km. Speed - 65 kt. Torpedo detectability - 1.3 km. Reload time - 90 s. Launcher 180 degree turn time – 7.2 s. Secondary Armament: 9x2 128.0 mm, range - 7.6 km. Maximum HE shell damage – 1500. Chance to cause fire – 5%. HE initial velocity - 900 m/s AA defense: 9x2 128.0 mm,10x4 20.0 mm,9x2 55.0 mm. AA defense short-range: continuous damage per second - 119, hit probability - 85 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 364, hit probability - 90 %, action zone 0.1-4.0 km; AA defense long-range: continuous damage per second - 130, hit probability - 90 %, action zone 0.1-6.0 km; Number of explosions in a salvo - 6, damage within an explosion - 1540, action zone 3.5-6.0 km. Maximum speed - 33.5 kt. Turning circle radius - 880 m. Rudder shift time – 14.0 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 2 slot - Hydroacoustic Search (Duration time 120 s; Torpedo detection range 4.0 km; Ship detection range 6.0 km; Reload time 180(120) s; Charges 2(3)); 3 slot - Repair Party (Duration time 28 s; HP per second 314.25; Reload time 120(80) s; Charges 2(3)); Tier X European destroyer Lappland, which has the same parameters as tier X destroyer Halland was added for the purpose of technical testing. All stats are listed without crew and upgrade modifiers, but with the best available modules. Please note that the information in the Development Blog is preliminary and subject to change.
  2. German cruiser Hindenburg, tier X: The main battery reload time was lowered from 10.5 to 9.8 s. The new lowered reload time will increase the cruiser's overall combat efficiency. American battleship Montana, tier X: Restoration of hit points by Repair party consumable was increased from 0.5% to 0.66% of maximum hit points per second. Montana's Repair party will be the same as of other USA battleships. Soviet battleship Kremlin, tier X: AA guns' amount of hit points is halved. Besides good armor and a huge number of hit points, Kremlin has very effective AA guns, which are hard to be destroyed. This makes the battleship well protected from planes for the whole duration of the battle. The change will make it easier for aircraft carriers to attack the battleship closer to the middle of the battle when some of the AA guns were already destroyed. European destroyer Blyskawica, tier VII: Turret firing angles were increased: Of the first turret by 10 degrees; Of the second turret by 1 degree; Of the fourth turret by 15 degrees; Torpedo tubes turning angles were increased: By 8 degrees towards bow; by 2 degrees towards aft. Firing main guns and launching torpedoes will be more comfortable with new turning angles. French destroyer Fusilier, tier III: The number of hit points of the stock hull was lowered from 9300 to 7900; The number of hit points of the researchable hull was lowered from 10900 to 9300. The change will lower the combat efficiency of the ship and balance it with other tier III destroyers. French destroyer Mogador, tier IX: The detectability ranges were increased: By ships from 9.04 to 9.54 km; By planes from 4.35 to 4.59 km; After firing main guns in smoke from 3.7 to 3.96 km. Torpedoes' detectability range increased from 1.4 to 1.8 km. French destroyer Kleber, tier X: The detectability ranges were increased: By ships from 8.88 to 9.88 km; By planes from 4.83 to 5.38 km; After firing main guns in smoke from 3.63 to 4.15 km. Torpedoes' detectability range increased from 1.4 to 1.8 km. With the current detectability ranges, high-speed Mogador and Kleber can execute surprise attacks with the enemy having not enough time to react. In combination with the main advantage of French destroyers - effective main battery - these ships were too strong in comparison with other destroyers. French cruiser Henri IV, tier X: Time for the ship's engine to reach maximum power was increased; Acceleration parameters while Engine boost consumable is active were changed. Due to Engine boost and high base speed, Henri IV was able to dodge incoming fire quickly changing the speed. Now, the ship will accelerate and decelerate smoother. Please note that the information in the Development Blog is preliminary.
  3. Commanders! Please pay attention to additional information and changes regarding latest DevBlog post about Unique Upgrades. First of all, we thank you for your feedback and suggestions. While moving Unique Upgrades to Research Bureau is a necessary step to evolve this system, we decided to prolong the existing Unique Upgrades missions for the whole year 2020. That means that you have plenty of time complete them at reasonable pace without the fear of loosing already received progress. Also, as initially stated, you still can receive these missions until Update 0.9.1. What's even more important, we appreciate your concerns about big changes to the gameplay aspect of Unique Upgrades themselves. We're happy to clarify: there are none. Unique Upgrades are meant as a way to customize your ship with a fair trade-off, and we are keeping them such. What we want to do with the announced changes is: To introduce the long awaited new upgrades for some tier X ships that don't have them; To finally revise the existing Unique Upgrades - some of them might be a bit too strong, and some of them might be to weak or overly specialized; To move their delivery method to more flexible Bureau - while it may require some additional changes to Bureau in future, this system is much easier to sustain than the increasing number of combat missions for each ship. We will surely keep you updated on specific changes as they are being designed, but again, the core concept of these upgrades is absolutely the same: they offer some alternative playstyle, and do not work as direct buff. Thank you for your attention and input!
  4. British aircraft carrier Indomitable, tier VIII: The speed of bombers will return to cruising speed slower after using engine boost. The aiming reticle of Indomitable's bombers shifted too much during tests. New settings will make the speed change longer and attacking with the engine boost will become easier. British heavy cruisers: We continue to adjust the parameters of British heavy cruisers according to the results of the latest test iteration. The changes will highlight the strength of these ships in fighting at medium and close range: it will take shells of 234 mm caliber a little bit longer to hit their target with the new ballistics, though it will be most noticeable at long range. Shell parameters are updated: Shells of 190 mm caliber (Tier V Cruiser Hawkins): Ballistics were changed. Now the shell will need less time to travel the same distance. For example, instead of 4.17 seconds at 7 km range it will take 3.94 seconds. At a range of 13.86 km instead of 11.26 seconds it will take 10.08 seconds. Armor penetration of AP shells was improved. It increased by 23% at 7 km and by 40% at 13.86 km. These changes will make it easier to shoot at targets at long range. AP shells of the 203 mm caliber (tiers VI - VIII cruisers Devonshire, Surrey, Albemarle): Armor penetration was improved. For example, at ranges of 7 km and 14 km it increased by 10%. Shells of 234 mm caliber (tiers IX - X cruisers Drake, Goliath): Ballistics were changed. It will take a bit more time for the shell to pass the same distance: at a range of 10 km instead of 5.39 seconds it will take 5.69 seconds. At a range of 15 km instead of 9.2 seconds it will take 9.71 seconds. Armor penetration will remain almost the same as before these changes. Maximum damage of AP shells was increased from 5550 to 5750 Parameters of the Hydroacoustic search consumable were changed for all researchable British heavy cruisers and for tier VIII cruiser Cheshire: Action time was lowered from 180 to 100 s; For Hawkins, Devonshire, Surrey: Ship detection range was increased from 3 to 4 km; For Albemarle, Drake, Goliath: Ship detection range was increased from 3 to 5 km; Torpedo detection range was increased from 3 to 3.5 km. Updated parameters of the Hydroacoustic search won't only protect against torpedoes but also will help in countering destroyers. All researchable British heavy cruisers and tier VIII cruiser Cheshire will be able to choose between Hydroacoustic Search and Defensive AA Fire consumables, these will be assigned to the same slot. British cruiser Cheshire, tier VIII: Shell parameters brought in line with those of Drake and Goliath; Torpedoes parameters changed: Maximum range was lowered from 10 to 8 km; Speed was lowered from 62 to 61 kn; Maximum damage was lowered from 16767 to 15687; Probability of causing flooding was lowered from 282% to 265%. The restoration of citadel damage by "Repair party" consumable was increased from 10% to 50%; The changes to Cheshire will make her more like other British heavy cruisers armed with 234 mm guns. Please note that the information in the Development Blog is preliminary and subject to change.
  5. German cruiser Siegfried, tier IX: Secondary battery firing range increased from 5 to 7.6 km; Secondary armament reload time lowered from 4 to 3.6 s; Siegfried has powerful guns that can deal good damage at long ranges due to accuracy and caliber, and the ship's armor layout helps in surviving return fire. The main battery characteristics make it difficult to effectively fight destroyers and lightly armored targets at close range. The changes will allow Siegfried to deal damage at close distance while the main battery is reloading even without skills or upgrades. This will increase the ship's efficiency at close range, supplementing the Hydroacoustic search with 6 km detection range of ships and torpedoes. French cruiser Colbert, tier X: Chance of HE shell causing a fire is lowered from 9% to 7%; Main battery reload time increased from 3 to 3.5 s; Main battery firing range lowered from 15.5 to 13.8 km; HE shells damage increased from 1850 to 2100; AP shells damage increased from 2450 to 2600; Acceleration dynamics at the start of the movement reverted to the standard values. Cruiser's firing range allowed her not to take upgrades and skills because, considering the ballistics, the range increase didn't give a considerable increase in efficiency and this allowed players to increase other parameters. Lowering the range will form a choice for commanders of Colbert. Changes to shell parameters and to the reload time will lower the total damage output of the cruiser at the expense of fires. Damage per minute by shells remain roughly the same. Good acceleration dynamics allowed Colbert to quickly disengage after being detected and made it too hard for opponents to strike the cruiser. Please note that the information in the Development Blog is preliminary.
  6. French destroyer Vauquelin, tier VII: Maximum torpedo damage lowered from 18 400 to 14 833; Main caliber guns reload time increased from 4.8 to 5 s. Recent changes significantly increased Vauquelin's torpedo efficiency: the destroyer started to deal almost the same amount of damage with them as with main caliber guns. To balance the total damage done by the ship, the damage of torpedoes was lowered and the reload time of main caliber guns was increased. French destroyer Guepard, tier VI: Main caliber guns reload time increased from 5.2 to 5.6 s. The change will balance Guepard with same tier destroyers in terms of her total damage output. Please note that the information in the Development Blog is preliminary.
  7. French destroyer Siroco, tier V: Detectability range by air is lowered from 3.36 km to 2.7 km; Main Battery Reload Booster and Engine Boost consumables are changed place. Now, Siroco's consumables are arranged in the same order as the researchable French destroyers. French destroyer Vauquelin, tier VII: Detectability range by air is reduced from 4.38 to 3.51 km. French destroyer Kleber, tier X: Detectability after firing main guns in smoke is increased from 3.3 to 3.63 km. Detectability ranges by sea, and after firing main caliber guns in smoke, for French destroyers is corrected considering the basic detection range from sea. French cruiser Colbert, tier X: Detectability range by air is increased from 6.0 to 7.41 km. Soviet cruiser Smolensk, tier X: Detectability range by air is increased from 5.64 to 7.41 km When using skills and upgrades for lowering detection range, the AA gun range of Colbert and Smolensk was larger than the detection range by air. This allowed these cruisers to turn the AA off and activate it when enemy planes are already inside the AA zone. The changes will remedy this situation. Please note that the information in the Development Blog is preliminary.
  8. In this post we bring you three pieces of major news: A new system of ship upgrades: Naval Training Center; Rework of Consumables: Premium consumables become Free; Matchmaker improvements: Limits for battles tier. Naval Training Center It is no secret that the framework of our game is based on the progress from tier to tier and reaching the top of the branch - the tier X ship. At the same time, events such as "snowflakes" for the New Year showed that veteran players are interested in playing different ships of different tiers, however, the game does not sufficiently encourage it. We are glad to present to you a new part of the game - Naval Training Center. Now you can strengthen a ship of tier VI+ (absolutely any - premium, ARP, obtained for coal or acquired for free experience). Improvements are sequential, not selective. This means you first have to apply a level 1 upgrade to a ship before you can apply level 2 etc. However, this requires a special resource that can be only be obtained by resetting progress in a fully researched branch of the nation and experiencing it again from tier I. A special interface will allow you to sell all the ships of the branch according to the standard rules and cancel their research, all with one click. Upgrades, signals, flags and camouflage will be removed/demounted and sent to the Inventory, commanders retain their specialization and sent to the Reserve, and the experience gained on the ships will be transferred to the tier 1 ship in that national tech tree. You can activate 'Naval Training Center' if you have at least two researchable tier X ships. Through 're-researching', buying and winning the first battle in each ship of a chosen branch, you will receive a new special resource that can be used to improve ships of tier VI - X. Part of these resources will be tied to the nation of the ships used to acquire it and can be used to improve ships of that nation. The other part of these resources will work similarly to free experience and can be spent on any tier VI+ ships, even those in nations that do not have a branch of researchable ships. Please note that the values below may change based on test results! In one season, you can reset progress in a limited number of branches with an additional restriction on the nation. The season itself lasts for a few months. To achieve 3 levels of improvements/bonuses for one ship, a player will be required to participate in several seasons and will likely have to reset progress in branches within that nation multiple times. Let's look at an example in which you want to earn the first level of bonuses for your favorite ship. The numbers in this example are conditional. Let's say you chose a Minotaur cruiser. To obtain the first level requires 10 units of resource of Britain. You drop any branch of Britain, for example, destroyers. You 're-explore' it again, from Black Swan to Daring, and on the way earn 12 units of a resource of the UK and 2 units of a universal resource. You spend 10 units of resource of the UK to achieve level 1. To improve Minotaur on level 2, you should have 20 units of the resource. Alternatively, you may choose to spend the earned special resource to apply another Level 1 bonus to your as yet unimproved Tier VII RN Premium Ship 'Duke Of York'. The choice is yours. Please note; You CANNOT spend resources earned on one nation (in this example RN/UK ships) on other nations. But you WILL gain universal resources similar to Free EXP that can be spent on other nations. If you do not have time to research an entire branch in one season, don't worry — your progress will be saved. To re-research the branch, you will follow the same standard rules as the first time. As if it had just been released. In clan competitive modes, the possible levels of bonus/improvement that can be used in combat will be limited. Levels that exceed this limit will be inactive and not applied in competitive battles. Improvements and bonuses to aircraft carriers and AA through the Naval Training Center will NOT be possible upon its introduction. Due to recent air defense changes, more time is needed to determine the optimal potential improvements for this class. Rework of Consumables Two risks of the new system are an increased economic burden on users and an increase in the gap in combat effectiveness. In this regard, we are pleased to announce that we are making Premium Consumables free. Standard (non-premium) ones will be removed from the game. This will significantly reduce deduction of credits after each battle, and make the game much more comfortable for those who can not afford to constantly use Premium Consumables. Note that presently, if we take tier X battles as an example, more than 50% of games there are played without premium consumables mounted. Matchmaker improvements In other news — the long-awaited improvements of the matchmaker are on their way. According to the current plan, they will be carried out in two stages. The first stage — strict restrictions placed on getting into battles at a certain tier. The matchmaker will remember the percentage of entries to battles of tiers +0, + 1 and + 2 for each player at each tier. After a small "calibration", which will take up to 20 battles, MM will begin to ensure that these percentages do not exceed the established norm. Of course, this is primarily aimed at the problem of being "bottom tier" too frequently, especially when playing at tier VIII. For example, at the start it is planned to set a limit of 40% for fights with ships +2 tiers higher for tier VIII. This means that soon after the update, and having played around 20 battles, each player will stop encountering Tier Xs when in their Tier VIIIs in more than 40% of Battles. Another benefit of the change - a reliable interruption of a 'bottom tier streak', because the matchmaker will analyze the last 20 battles the player has played each time they enter the queue. It means that, after calibration, a long series of battles as bottom tier, which quite often affects players, will become impossible within one tier of the selected ship. From 20 battles at tier VIII there will be no more than 8 battles against tens. The second phase of improvements, which will be followed by a later adjustment of the distribution of the tier of ships in a single battle. One unpleasant situation — is to be the only player on a tier VIII ship in a tier X battle. If the battle has accumulated a sufficient number of eights and nines, the player has more opportunity for effective play. When this improvement is implemented, the matchmaker will have restrictions and rules on the tiers of ships selected to battle. For example, for tier X battles it could be something like "at least 4 eights and a maximum of 5 tens per team". These are important and helpful improvements that will increase the number of "mono tier" battles. We would not like to allow an overabundance of such battles, so at first we will carefully approach the new settings. We understand that after the announcement you will have questions that we will try to answer in the near future: soon we will publish a list of the most popular questions with answers to them, and this Thursday at 18:00 CEST we will conduct a stream, where we will talk in more detail about these innovations! Please note that the information in the Development Blog is preliminary.
  9. ST, priority air defense sector The mechanics and visual components of the priority air defense sector, as we promised earlier, will be updated. The purpose of the changes - in accordance with the wishes of the community to make the priority sector more convenient and understandable and also give a tangible result. The boost to AA defense is now activated in a much more convenient way: you need to point the camera in the desired direction and activate it by pressing the button. At the same time, as before, the efficiency of the other sector will be reduced. Immediately after activation, the defending player receives an instant result, a burst of damage is immediately inflicted on the attacking wave caught in AA range by way of a percentage reduction of the current hit points of the attacking squadron. If there are no enemy aircraft in the air defense area at the time of activation, no damage will be done. Instant damage is applied to aircraft with the least amount of hit points at the time of activation. In other words, air defense will try to shoot down the maximum number of aircraft. Then begins a phase of gradual strengthening of the sector, which lasts a few seconds. During this time, the sector increases its efficiency, and then works at full capacity for a time. After that, the strengthening of the sector is deactivated. To re-activate, it is necessary to wait for it to recharge, during which AA efficiency returns to standard values. The gain, duration, and cooldown options depend upon the ship. Strengthening an AA sector affects only the permanent constant damage values and does not affect the damage caused by explosions. Together with the priority sector, the skill Manual Fire control of AA Armament has also been re-designed. Now, it will increase the instant damage inflicted, increase the cooldown duration of the priority sector. It will also completely remove the effects applied to constant damage (both the gradual 'buff' period to the priority sector AND the debuff to the non-prioirty sector side). This will allow ships with weak air defenses to deal a significant 'burst' of damage to enemy aircraft at the moment of activation, but will not increase their ability to deal higher amounts of constant, permanent damage. Undoubtedly, this change will affect the interaction of aircraft with ships and will require additional balance changes. We will closely monitor the new priority sector system and make adjustments as deemed necessary. Please note that the information in the Development Blog is preliminary.
  10. Dear players, As 0.8.5 changes have brought much needed and requested AA DPS consistency, seems like in many cases the plane losses became slightly excessive, and CV efficiency was nerfed too much. While we do like the change, we still need to keep CV efficiency reasonable. Over weekend and early next week we intend to observe the situation very closely, determine the amount of needed changes to plane HP, and implement a hotfix. Unfortunately, only live server data will help us to polish the change, preserving its core concept – more rewarding and meaningful anti-air defense. Stay tuned for more news, and we sincerely apologize for any inconvenience.
  11. French destroyer Siroco, tier V: Torpedoes are changed: Damage is lowered from 14 883 to 12 233; Speed is lowered from 60 to 57 knots; Range is lowered from 9 to 7 km; Detectability range is lowered from 1.3 to 1.2 km; Flooding chance is lowered from 246% to 199%. Siroco's main strengths are, like that of researchable French destroyers, effective main caliber guns and the Main Battery Reload Booster consumable. Tests have shown that Siroco's torpedoes are too effective for the ship with such features, and thus they are replaced with weaker ones with a range closer to the destroyer's detection range. French destroyer Mogador, tier IX: Main caliber guns reload time is increased from 7.5 to 8 s. Reload time increase allows Mogador to be balanced with her classmates in terms of combat efficiency keeping intact her features of good speed and Main Battery Reload Booster consumable. Soviet battleship Slava, tier X: Turrets 180 degree turn time is lowered from 60 to 45 s; Main caliber guns reload time is lowered from 33 to 30 s. Previous changes to this battleship were intended to outline Slava's role as a ship for long-range combat having good firepower, but vulnerable when under focused. Lowered survivability impacted Slava's positioning in combat and moved it away from enemies. But the firepower of the ship was not enough and we decided to return some of the parameters to their previous values. Soviet cruiser Smolensk, tier X: Main caliber guns base firing range is lowered from 15.6 to 13.8 km. Good ballistics together with a Smoke Generator consumable allow this cruiser to confidently shoot over long distances despite it's main weakness - survivability. Lower range will bring Smolensk closer to enemies and make the cruiser more vulnerable. French cruiser Colbert, tier X: The restoration of the casemate (non-citadel) damage by Repair party is increased from 50% to 60%; The restoration of the citadel damage by Repair party is increased from 33% to 50%. Due to the nature of her ballistics, Colbert is most effective at medium ranges, and, considering her low amount of HP, every hit will deal significant damage to the cruiser. An increased amount of restored damage will compensate for this. Japanese destroyer Yudachi, tier VII: Torpedoes are changed: Damage is lowered from 17 233 to 15 633; Flooding chance is lowered from 287% to 259%. Yudachi has long-range torpedoes especially effective against battleships and low detectability range of the ship allows her to use torpedoes without getting close to targets. Besides that, low detectability gives an edge over enemy destroyers. With support from the team, Yudachi can fight for key areas, but it will be difficult to win in a 1 on 1 gun fight. Tests have shown that the concept of the ship works well, but the efficiency of the ship is higher than that of it's classmates. Torpedo damage was lowered to keep the gameplay of the ship and her low detection range intact, but to balance it with destroyers in terms of combat efficiency. The minimal speed when the engine boost is used is changed for all planes of IV - X tiers. With the S key pressed, aircraft will decelerate by 26.25 knots instead of 17.5. Japanese and Graf Zeppelin's aircraft, as well as the attack aircraft of all nations will decelerate by 30 knots instead of 20 upon pressing the S key. Please note that the information in the Development Blog is preliminary.
  12. German aircraft carrier Graf Zeppelin, tier VIII: Torpedo damage increased from 4 533 to 5 333; Flooding chance increased from 25% to 29%; Bomb normalization improved by 5 degrees. According to the analysis of statistics, the change to the Graf Zeppelin bombers in 0.8.4 was not enough to balance her against other tier VIII CVs. Changes to torpedoes will increase the total damage dealt by the CV, and the improved normalization will increase the effective armor penetration at certain angles and will slightly reduce the number of bomb armed against ship superstructures. Please note that the information in the Development Blog is preliminary.
  13. Aircraft preparation time at the beginning of the battle was tested on the 0.8.4 Public Test. The purpose of the change was not only to delay the detection of the enemy team but also to achieve the almost simultaneous beginning of battle for all ships. Destroyers are fighting at the control area, cruisers and battleships are firing at the spotted targets. Presently, this flow is broken by early detection from the air. We want to bring the timing of battle to the point that the aircraft are near the control area at close to the same time as other classes. Preparation time influenced the battle as it was intended: later spotting allowed destroyers to reach the control areas undetected, which ensured active battle for other classes. However this change created a long waiting period for the aircraft carrier player without any actions to perform other than setting the ship's route. We want to preserve battle dynamics without excluding the aircraft carrier commander from the game for almost a minute. It has been decided not to introduce the preparation time for squadrons in the tested form, and to consider other options for influencing the aircraft's time of arrival to control areas: Move aircraft carriers' spawn points away from control areas; Move other ships' spawn points closer to control areas; Add the preparation time for planes in the beginning of battle, but no longer than 20 seconds; Additional change to engine boost - planes will start with the engine boost depleted, which will not allow them to accelerate at the beginning of battle, but will make boosted maneuvers possible in the active phase of the battle. The implementation of these points will make battles more active, without creating discomfort for players on aircraft carriers. We are not ready to report on the exact timing of the introduction of these changes, but we plan to do this around the autumn updates. In one of the next updates we plan to introduce a soft limit on the number of aircraft carriers in battles of VIII - IX tiers. In the first minute of waiting for the player whose been waiting for the longest time in the queue, there will be a restriction - no more than 1 aircraft carrier per team. From the second minute of waiting the battle will be assembled with a limit of no more than 2 aircraft carriers per side, and no more than three starting from the third minute. This change will significantly reduce the number of battles of VIII - IX tiers with two aircraft carriers in each team. This will be specially noticeable for tier VI ships: they will fight against two tier VIII aircraft carriers much less often than is experienced now. Please note that the information in the Development Blog is preliminary.
  14. 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.
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