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Found 13 results

  1. Commander_Soresh

    New Ship Proposal: SMS Blucher

    It's been well over half a year since the German battlecruisers were introduced to WoWs and so I have been wondering whether more WWI ships can be added, notably armored cruisers (a more durable but slower variant of ordinary cruisers). Among these of course, there is the Blucher, the German Empire's final Armored Cruiser which sank at the Battle of Dogger Bank after being pounded with nearly 100 large caliber shells from numerous British battlecruisers. As I see it, the Blucher can be classified in game as a semi-cruiser, rather like the Panzerschiffe/Pocket Battleship Admiral Graf Spee, with similar characteristics (large healthpool and guns, torpedoes etc). However, I feel that putting her at Tier VII would be a rather large blunder, as most fast battleships (Gneis, Ashitaka etc) appear at this stage. Couple that with the prevalence of higher-tier CVs as well as matchmaking and we have a rather powerful Tier VI capital ship. HP: 35000 (Slightly less than Tier III battleship Nassau) Torpedo damage reduction: 12% Armament: 6x 2 210mm guns (10 sec reload, 6 degree/sec traverse) in a hexagonal arrangement with one on the bow and one on the stern and two pairs of wing turrets on either side; 8 x 150mm casemate-mounted secondary guns; 16 x 88mm guns in casemates and pivotal mounts; 2 x 1 450mm torpedo tubes on each side (note: I did not include the bow and stern tubes) Armor: Deck 50mm-70mm Belt 80mm-180mm (approx.) Turrets 180mm Secondaries 140mm Conning Tower 250mm Citadel 160mm Anti-Air: 4 x 88 mm dual-purpose mounts (Yes, that’s it) Speed: 26 knts Agility: 14sec rudder shift; 850m turning circle Concealment:Surface 12km Air 6.5km Seeing all this one might wonder if this ship is OP for Tier VI. However, as you can see, the ship barely manages to have a slightly higher speed than most BBs in her matchmaking spread (I am not even going to mention Kongo and company) and turns like a woolly mammoth with a broken leg; what’s more, the anti-air would be laughable at Tier IV and despite the thick armor, the Blucher will have a high-water citadel which can easily be penetrated by battleship-caliber guns. In addition, the rather archaic layout of her turrets means that unlike the Pensacola, the Blucher will have at most 8 guns on target (which are slightly less accurate than the average KM cruiser). Thus you will see that the Blucher will primarily be a close-range cruiser-hunter. The relatively fast turret traverse along with the 10 second reload as well as the formidable secondaries and the torpedoes with 30 second reload time will make the Blucher a nightmare for any CA she comes across (though the cruisers can also spam HE at her weakly armored extremities and superstructure). Please let me know what you think of this proposal, thanks!
  2. Wg devblog just released a new dev blog, some interesting ships coming... https://blog.worldofwarships.com/blog/243 (all stats at bottom) summary of ships: U.S. Tier X Destroyer Forrest Sherman: post war DD with 3 guns, 1 front 2 rear all are single 127mm mounts, He/Sap ammo, 2x4 torp tube, on the sides like atlanta/flink. smoke, DFAA, engine boost Soviet Tier X Cruiser Sevastopol: Soviet Seigfreid....... with improved ap penn angles & short fuse, non german hydro & DFAA in same slot, Emergency engine boost, and a long active, low Hp/second repair party, & a low concel, But no torp Spanish Tier VI Cruiser Canarias, similar to leander, Ap only with improved pen angles, but with lower than average ap pen. IT GETS THE ALTERNATE FIRE MODE THAT THE SUPER SHIPS HAVE. it gets hydro too British Tier VI Cruiser Dido: DFAA, short burst smoke, fast accel and decell for the engine, any you can't mount the improved accel mod on it (Propulsion Modification 1) Soviet Tier VIII Submarine C-189. no info released, just a model Actual stats from dev blog: American destroyer Forrest Sherman, tier X Hit points – 24,900. Plating - 19 mm. Main battery - 3x1 127 mm. Firing range - 12.6 km. Maximum HE shell damage – 1,800. HE shell armor penetration - 21 mm. Chance to cause fire – 9%. HE initial velocity - 808 m/s. Maximum SAP shell damage - 2,700. SAP shell armor penetration - 36 mm. SAP initial velocity - 808 m/s. Reload time - 2.5 s. 180 degree turn time - 4.5 s. Maximum dispersion - 110 m. Sigma – 2.00. Torpedo tubes - 4x1 533 mm. Maximum damage - 17900. Range - 16.5 km. Speed - 66 kt. Reload time - 81 s. Torpedo detectability - 1.4 km. AA defense: 2x2 76.2 mm., 3x1 127.0 mm. AA defense mid-range: continuous damage per second - 81, hit probability - 100 %, action zone - 4.0 km; AA defense long-range: continuous damage per second - 98, hit probability - 100 %, action zone - 6.0 km; Number of explosions in a salvo - 4, damage within an explosion - 1,750, action zone 3.5 - 6.0 km. Maximum speed - 33.9 kt. Turning circle radius - 680 m. Rudder shift time – 5.3 s. Surface detectability – 8.3 km. Air detectability – 3.8 km. Detectability after firing main guns in smoke – 3.1 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator (Duration time 30 s; Duration time 130 s; Radius 450.0 m; Reload time 160 s; Charges 3) Slot 3 - Engine Boost (Duration time 120 s; Maximum speed +8%; Reload time 120 s; Charges 3) Slot 4 - 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 300%; Reload time 80 s; Charges 4) ________________________________________________________________________________________________________________________________________ Soviet cruiser Sevastopol, tier X Hit points – 62,600. Plating - 25 mm.Fires duration: 60 s. Main battery - 3x2 380 mm. Firing range - 19.1 km. Maximum HE shell damage – 5,350. HE shell armor penetration - 64 mm. Chance to cause fire – 34%. HE initial velocity - 820 m/s. Maximum AP shell damage - 11,300. AP initial velocity - 820 m/s. Reload time - 26.0 s. 180 degree turn time - 36.0 s. Maximum dispersion - 208 m. Sigma – 2.05. Secondary Armament: 8x2 100.0 mm, range - 7.3 km. Maximum HE shell damage – 1,400. Chance to cause fire – 6%. HE initial velocity - 1,000 m/s AA defense: 8x2 100.0 mm., 6x2 57.0 mm. AA defense mid-range: continuous damage per second - 385, hit probability - 90 %, action zone - 4.0 km; AA defense long-range: continuous damage per second - 130, hit probability - 90 %, action zone - 5.8 km; Number of explosions in a salvo - 6, damage within an explosion - 1,470, action zone 3.5 - 5.8 km. Maximum speed - 33.5 kt. Turning circle radius - 980 m. Rudder shift time – 15.1 s. Surface detectability – 14.0 km. Air detectability – 10.4 km. Detectability after firing main guns in smoke – 12.8 km. Available consumables: Slot 1 - Fast Damage Control Team (Duration time 10 s; Reload time 40 s; Charges 3) Slot 2 - Hydroacoustic Search/Defensive AA Fire Slot 3 - Engine Boost (Duration time 45 s; Maximum speed +20%; Reload time 60 s; Charges 6) Slot 4 - Repair Party (Duration time 60 s; HP per second 187.8; Reload time 80 s; Charges 6) ________________________________________________________________________________________________________________________________________ Spanish cruiser Canarias, tier VI Hit points – 35,100. Plating - 16 mm.Fires duration: 30 s. Main battery - 4x2 203 mm. Firing range - 14.6 km. Maximum AP shell damage - 3,800. AP initial velocity - 814 m/s. Reload time - 15.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 133 m. Sigma – 2.00. Secondary Armament: 8x1 120.0 mm, range - 5.0 km. Maximum HE shell damage – 1,700. Chance to cause fire – 8%. HE initial velocity - 808 m/s AA defense: 2x1 20.0 mm., 6x2 37.0 mm., 8x1 120.0 mm. AA defense short-range: continuous damage per second - 18, hit probability - 85 %, action zone - 2.0 km; AA defense mid-range: continuous damage per second - 28, hit probability - 90 %, action zone - 3.5 km; AA defense long-range: continuous damage per second - 84, hit probability - 90 %, action zone - 5.2 km; Number of explosions in a salvo - 3, damage within an explosion - 1,190, action zone 3.5 - 5.2 km. Maximum speed - 33.0 kt. Turning circle radius - 740 m. Rudder shift time – 9.6 s. Surface detectability – 10.8 km. Air detectability – 6.5 km. Detectability after firing main guns in smoke – 6.0 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.0 km; Ship detection range 4.0 km; Reload time 120 s; Charges 3) Alternate Firing mode settings: Maximum main battery shell dispersion: -25% Main battery AP shells armor penetrarion: +100% Maximum AP shell damage: +15% Reload time: 40 s. Number of salvos in a firing sequence: 2 ________________________________________________________________________________________________________________________________________ British cruiser Dido, tier VI Hit points – 23,600. Plating - 13 mm.Fires duration: 30 s. Main battery - 5x2 133 mm. Firing range - 14.1 km. Maximum HE shell damage – 1,900. HE shell armor penetration - 22 mm. Chance to cause fire – 8%. HE initial velocity - 792 m/s. Maximum AP shell damage - 2550. AP initial velocity - 792 m/s. Reload time - 6.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 130 m. Sigma – 2.00. Torpedo tubes - 2x3 533 mm. Maximum damage - 15867. Range - 8.0 km. Speed - 61 kt. Reload time - 72 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once AA defense: 2x4 40.0 mm., 1x1 20.0 mm., 4x2 20.0 mm., 2x1 20.0 mm., 5x2 133.0 mm. AA defense short-range: continuous damage per second - 95, hit probability - 85 %, action zone - 2.0 km; AA defense mid-range: continuous damage per second - 63, hit probability - 90 %, action zone - 2.5 km; AA defense long-range: continuous damage per second - 63, hit probability - 90 %, action zone - 5.2 km; Number of explosions in a salvo - 2, damage within an explosion - 1,260, action zone 3.5 - 5.2 km. Maximum speed - 32.3 kt. Turning circle radius - 580 m. Rudder shift time – 6.5 s. Surface detectability – 9.5 km. Air detectability – 5.8 km. Detectability after firing main guns in smoke – 3.9 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Defensive AA Fire Slot 3 - Short-Burst Smoke Generator (Duration time 15 s; Smoke screen Dispersion time 40 s; Action Radius 600.0 m; Reload time 70 s; Charges 5) All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  3. Darkshadow86

    New Tier XI

    I hear rumors of tier XI is coming. If so, what will be the new tier XI CV(s), nuclear powered would be nice.
  4. I'm a bit of an old player returning after a hiatus for personal reasons, and I'm looking to get back into the game. I think i left at about the same time that the British Heavy Cruisers were being announced, approximately. Any advice on important news since then, or Any advice for a below-average skilled player in general, would be much appreciated. Thank you in advance!
  5. Let's do some semi-educated speculation based on this: https://blog.worldofwarships.com/blog/95 We are shortly losing 4 high tier premium/special ships currently available for coal or FXP: HMS Thunderer, USS Georgia, USS Alaska and HSwMS Smaland (and one for doubloons, the MA). This will open a big hole to fill for high tier resource ships in the armory, and my guess is that WG will move to fill that hole around the same time these ships are removed. Fortunately, there are two announced high tier ships that are either ready or nearly ready for release: HMS Plymouth, and HMAS Vampire II. My hypothesis that one of those will go for coal and the other for 2 million FXP. I also think we will see the return of the USS Black or the Neustrashimy as a coal ship around this time. Scoreboard: - 1 T10 coal ship (Thunderer) + 1 T10 coal ship (Plymouth/V2) - 1 T10 FXP ship (Smaland) + 1 T10 FXP ship (Plymouth/V2) - 1 T9 coal ship (GA) + 1 T9 coal ship (Black/Neustrashimy) - 1 T9 FXP ship (AK) That still leaves the Armory - 1 high tier resource ship. The Black and Neustrashimy could both return at the same time, although both are expected to be coal ships. However, this would also be a great time for the return of T9 USS Benham for 1 million FXP. As she is considered by some to be overpowered, she may have already been placed into the rare ship category with the likes of Belfast, Enterprise, etc. In that case, the other ship that could make a unlikely return in a flurry of hate and discontent is the T10 USS Puerto Rico. As she is the in game successor to the AK, I think she would most likely for 2 million FXP, though perhaps for coal, or even steel (she is popular in clan battles) or RB.
  6. I already know the crowd that's going to come out and pout about my asking this. So I'll make this quick and simple. With the amount of nerfing that has been done to CV's, would it be possible to please give us increased damage back since your increasing a already arbitrary attack time making planes stay in damage zones longer? Or atleast give us back some armor for the planes that has been taken away like the Midways legendary mod? Also some love with giving us more CV's to use would be wonderful as well while I'm wishing. The inlfux of a new CV line, or the return of CVE/CVL style ships would be greatly appreciated and not leaving the CV players feeling so limited on the types of ships we have. If you review the tech tree you can easily see that the CV's are the most limited ship type in the game. It would be nice to get our odd tier CV's back, if that's no possible then placing them on tier as a different option would be fine as well. We are hearing about these new lines of DD's, premiums, cruisers, but it's leaving many CV players asking when are we going to get some new ships as well. As for those whom disagree, go right ahead not bothered by it. Won't stop me from asking for CV buffs, new ships,etc just like any and every other class. Though it would be nice to see some actual support for people who want to play the same game and have fun.
  7. OK, please, help me out here..... I have the Zao and love it, with it's 203 main guns and multiple torpedo types/ranges.... What is the Yoshino meant to do "in game" that the Zao can't do? Or, is this "just a trinket" to buy and has no real purpose?? The detects are not close (9 vs 15). The speeds are about the same. The guns are larger..... And, I'm not sure about the AA at the moment but, I'll assume the Yoshino's is a little bit better? Just something to tinker with or where does she fit in the game.........since, a few of us never play Clan Battles and I don't think ranked is going back to tier 10 soon???? What are your thoughts?
  8. Cold War Era Ships Tech Tree Idea (Please read this carefully WG and leave your opinion and Ideas to Add) Introduction I have always wondered if WG was going to expand the World of Warships Tech Tree. I am not at tier 10 yet but when you reach the top, What do you do. I had the idea to expand the tech tree to ships in the mid-1970s or early 80s. How it Works The tech tree will be split so that ships armed with guns won't have to fight more modern missile armed ships. The maps will have to be bigger to accommodate long-range battles. Frigates should also be introduced into the game. They have week armor but in large numbers, can defeat a cruiser. Battleships will be removed because of its guns are no match for long-range missiles but with one exception! The modernized Iowa class battle armed with more advanced radar, missiles, and CIWS can be in the premium tech tree. The Essex class carrier and the Midway class carrier will reappear modernized, as well as other ships. No submarines will be included. USS Lexington, modernized Essex class carrier. USS Midway, modernized Midway class carrier. CIWS CIWS stands for close-in weapons system. It is made up of either small anti-aircraft missiles or gatling cannons like the 20-mm M61 Vulcan autocannon. It works exactly like AA. The gatling guns can act as AA or as secondaries. You can't control it. It is automatic like AA and secondaries. Missiles, Guns, and Torpedoes It will be the same controls as the main battery. Missile launchers can reload also. Guns are used the same way as before but they are less effective. Overall, missiles will now be the primary weapon. Torpedoes are the same as before. Ship Types Frigates Destroyers Cruisers CVA or CVN With the addition of more modern carries, carrier born jet fighters can be introduced. Please comment to leave your opinion or add an idea. This is just the beginning of this idea and needs more development!
  9. Has anyone heard, officially or unofficially, when the new Russian BBs will be made available outside of the test servers? Additionally, are they all grind ships, or will any be Premium/Award Ships. It will be interesting to see how these ""Comrade Nelsons" will do.
  10. It pays to know just how much that shiny new ship you want will really cost you when all is said and done. Let's take my current situation as an example. I want a Tier VIII destroyer in my port with which to broaden the range of ships to attempt permanent campaigns and take to what's left of Tier VIII Ranked next season. Absent the Cossack, which will almost certainly be mine if I don't slip badly on the RN missions, or the Lightning if I am blessed by RNGesus along the way, the first likely candidate for me is the Benson (because my highest tier destroyer right now is the Mahan). According to the relevant Wiki page, when I accessed it today, the Benson costs just a hair over 9 million credits to acquire once you unlock it with XP. I get clan discounts, so I can take a fair chunk off of that, but let's go with approximate costs in millions or reasonable fractions thereof. I could tell myself "Aha, I have just over 9 million in my account (which I don't right now, but let's pretend) and enough Free XP to get the hell out of the Mahan. Let's go!" HOWEVER... We want to equip, say, Main armaments mod 1. That's 125K credits. We want extra protection for our engines. Propulsion mod 1 will cost 250K. That's an extra 375K already, call it half a million to be sure of maintenance money if the first few games aren't good or I want to play around in co-op for a bit (which usually means taking losses on all but the best wins). We want aiming systems mod 1 to improve our chances of firespamming battleships at maximum range. Another 500K out the door, and we are already up to a total cost of 10 million. You really sure you wanna burn all that FXP right now? We would really like propulsion systems mod 2 to hoof it out of dissipating smoke, or rudder mod 2 to torpedobeat, according to taste. Slot 4 is one million credits. Eleven million for the ship. Finally, concealment is life. We WILL want concealment systems mod 1 (most of the time, anyway). Two million. So our stock out-the-door sticker price has just gone up from 9 million to 13 million. Sure, we could try to get by with a basic no-frills hull (and in first testing I often do, just to see what she's like fresh out of the box). But if you have any pretensions to Ranked play, you need to bring the A game. Oh, and the B hull. That's another 1.4 million; call it 1.5 to help cover maintenance on those losses. 14.5 million. And if you decide to help yourself to the extra gun range (which some people don't; they prefer to be stealthier at full bloom), add another million. And a further 1.5 million to get the extra 5K damage per torpedo, which can be really critical when facing HP-bloated high tier ships. Okay, are we all tricked out and ready to go? That's seventeen million credits for a ship whose bare-bones price is nine million. Nearly double what you first budgeted. Do you really want to go out naked and unequipped into the badlands? Now of course lower tiers are going to be cheaper, but higher tiers are going to be much, MUCH more expensive. Once you get to Tier 9 you get access to upgrade slot six, and any of the modules in that is going to cost you 3 million credits. That's right; seven million to the base cost of your ship, and that's before you get into B hulls, upgraded torps, longer-range fire controls and what have you. God help you if you are free-to-play and find you need to swap these out. It's something to be aware of when you push that "buy ship" button. Happy sailing. ETA: See also my related post on what happens when you neglect the above or all the upgrades come at once:
  11. With the upcoming addition to the tech tree of the T9 Kitakaze and the T10 Harugumo, I'd like to poll and troll for a bit and ask the forumites what they plan to do to exploit how these ships might affect the meta and balance of T8-10 battles....?
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