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Found 13 results

  1. Buenas a todos Hace unas horas Wargaming anuncio en su blog de desarrollado que esta implementando un nuevo cambio, las habilidades del capitán, se estarán agregando mas habilidades y se estarán eliminando por otras así como otras se modificaran. Si estos cambios llegan al servidor disponible para todos estas serían las características: Estos cambios están planeados para ser aplicados tentativamente en la actualización 0.9.11 Entre los aspectos mas importantes y destacarles esta lo siguiente: El numero de puntos de capitán se incrementado de 19 a 21 Los puntos de habilidad ahora se dividirían en secciones para las diferentes clases, Crucero, Destructor, Acorazado y Portaaviones. No se menciona nada de submarinos aun. Cambios en la XP elite, ahora hay mas formas de conseguir XP elite, una de ellas es dar dimiss a los comandantes no utilizados, es decir si tienes un comandante con 10pts pero no lo usas al darle dimiss en lugar de perderse esos puntos se trasformarían en XP elite. El costo de entrenamiento se reduciría al a mitad Con la separación de talentos por clase permiitiría a un jugador cambiar su capitan a otra clase sin tener que hacer reset de talentos, por ejemplo si tienes un capitán con 10pts invertidos en talentos de acorazado todavía puedes hacer uso de otros 10 puntos de tenerlos disponibles en la sección de destructor. Sin embargo esta sección se activa según la clase que pertenezca el barco, por ejemplo, las habilidades de destructor NO funcionarían o bien, estarían inactivas si se esta jugando con un acorazado así como las skills de acorazado no estarían activas si se esta jugando con un destructor. Esto permitiría crear comandantes "híbridos" La forma de distribuir skills no cambia, es decir, primero skills de 1 punto, después las de 2pts (aquí ya serían 3 puntos invertidos) y cada sección al igual que la forma actual implica hasta skills máximo de 4 puntos. Igual que actualmente para acceder a las skills de dos puntos necesitas primero haber aprendido una de las de 1 pto. Ahora puedes "comprar" capitanes con cierto numero de puntos para asignar: Un capitán sin puntos de habilidad es gratis, uno con 6 puntos costaría 900,000 créditos, comandante con 10 pts de habilidad 1750 doblones. La re distribución de puntos se hará por secciones, es decir puedes re distribuir los puntos de acorazado independientemente de las de crucero si en ese capitán tienes puntos invertidos en dos secciones de dos clases diferentes. El resto de las mecanicas permanecen solo que ahora trata de 21 puntos y no de 19, costo de re entrenamiento, especialización etc. Si bien el costo por re entrenamiento se reduce a la mitad, las habilidades no estarán activas hasta que se complete el re entrenamiento Se puede ir a una batalla sin capitán (esto lo pusieron ellos no creo que sea posible pero aparece así en las notas) Como siempre cabe aclarar que todos los cambios son propuestas y están propensos a cambios, los datos son para propósitos de prueba y son preliminares. Link a las habilidades ordenadas para quien guste hacer cálculos. https://docs.google.com/spreadsheets/d/154635CaiJG3Li_nW1ssPnYRugtTGRY6s7wTiTfDGcuY/edit#gid=1891919152 Aquí pueden ver un preview de las nuevas skills en inglés, traducirlas todas sería algo bastante laborioso por lo que lo dejo aquí para que cada uno lo pueda ver en su momento, están bastante claras de cualquier forma por por la baja actividad en el foro pienso no valdría el tiempo.... de igual manera si alguien gusta ayuda al traducir algo me ofrezco a ayudarle con gusto. Esto lo acompaña varios cambios uno de los mas importantes es que están considerando extender el rango base de secundarias casi todos los acorazados. Link a la nota completa original en inglés en el Blog de desarrollador de World of Warships Saludos.
  2. Brought to my attention by a Reddit post linking Flamu, but not touching that. Let's take a look from the external armour view of Napoli from wows gamer blog. https://www.wows-gamer-blog.com/2021/03/napoli-italian-tier-x-heavy-cruiser.html So, from what I see you get an icebreaker, 40mm deck that is safe from AP landing at high angles, 60mm upper belt to guarantee bounces with proper angling against most BBs. Also the deck on the extremities is 30mm, meaning even bow shots unless from 18in+ main batteries will have issues. There is the question of broadise armour, but can't see anything in that regard. Personally I don't think there's a tankier cruiser right now. And while the main battery DPM is bad, the high maneuverability, strong SAP secondaries (26mm penetration on the 90mm, 42mm on 152s), Exhaust Smoke, improved smoke firing stealth and outright concealment (10.3km) make this an incredibly tanky package. Granted, everything is WiP, though from what I remember it has been a while since armour schemes were touched in upcoming ships.' Thankfully DailyBounce has images of full Napoli armour, even the citadel is impressive. Would also recommend paying them a visit, pretty helpful website. https://thedailybounce.net/world-of-warships/supertest-italian-tier-x-freemium-cruiser-napoli/ Put the more detailed view on a spoiler as it's picture heavy.
  3. https://old.reddit.com/r/WorldOfWarships/comments/e8blwy/submarine_testing_preparing_for_the_third_beta/ Light cruisers received depth charges which was one of the key feedback points in the previous test; The most large-scale submarine changes: Submarines will now have only two depths: periscope depth and underwater level; The depth is now decided by players: hold down F or C key to ascend or descend to the required depth; Battery charge —a new mechanic for submarines. The oxygen mechanic was removed; Hydrophone mechanic was updated.
  4. Florendo19

    RN Heavy Cruisers line

    So I was checking the devblog today and found out that they are testing a RN CA line. From what I have gathered, the ships will be a relatively ungimmicky line. They get big guns (234mm at tier IX and X) with good shell velocity and accuracy but a longish reload and not particularly long ranges. They don't seem to have any sort of special AP or HE characteristics like most RN lines. They do not have smoke but they do get the signature RN CL heal and the RN DD Hydro as well as a spotter plane. AA does not look particularly note worthy and honestly I don't really want to touch that stat since it will probably change a lot. Torps look good for a cruiser with decent range and damage along with RN single launch ability although firing angles don't look good. They are big ships so concealment looks to be on the higher end for CAs but not in BB territory. Maneuverability looks to be about on par with most other CAs at first glance so is unremarkable but also not poor. Looking at the heal makes me think the line will be somewhat squishy but they are hoping that the heal will make up for it. This is just my first thoughts on the line but I am looking forward to WOWS gaining more ships and variety with the upcoming Italians and now this. Anyway you can read the post copied in full below or click on the link provided which has better formatting. Read here: https://medium.com/@devblogwows/st-british-heavy-cruisers-71be99ed5b37 ST, British heavy cruisers Devblog Wows Follow Oct 10 · 10 min read We’ve already presented the new branch of the British tech tree and its features, and today we want to share the parameters of these ships and of the cruiser London. British cruiser London, tier VI Hit points — 34600. Plating — 16 mm. Main battery — 4x2 203 mm. Firing range — 13.4 km. Maximum HE shell damage — 2850. Chance to cause fire — 15%. HE initial velocity — 855 m/s. Maximum AP shell damage — 4550. AP initial velocity — 855 m/s. Reload time — 15.0 s. 180 degree turn time — 22.5 s. Maximum dispersion — 125 м. Sigma — 2.00. Torpedo tubes — 2x4 533 mm. Maximum damage — 15733. Range — 7.0 km. Speed — 59 kt. Reload time — 106 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.2 km. An option to launch individual torpedoes is available. AA defense: 15x1 20.0 mm, 4x2 102.0 mm, 2x8 40.0 mm. AA defense short-range: continuous damage per second — 130, hit probability — 85 %, action zone 0.1–2.0 km; AA defense mid-range: continuous damage per second — 77, hit probability — 90 %, action zone 0.1–2.5 km; AA defense long-range: continuous damage per second — 98, hit probability — 90 %, action zone 0.1–5.8 km; Number of explosions in a salvo — 4, damage within an explosion — 1260, action zone 3.5–5.8 km. Maximum speed — 32.2 kt. Turning circle radius — 710 m. Rudder shift time — 7.8 s. Surface detectability — 12.1 km. Air detectability — 6.6 km. Detectability after firing main guns in smoke — 6.8 km. Available consumables: 1 slot — Damage Control Party 2 slot — Repair Party (Duration time 10 s; HP per second 346; reload time 120 (80) s; Charges 1 (2)) 3 slot — Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) 4 slot — Smoke Generator (Duration time 15 s; smoke dispersion time 99 s; reload time 240 (160) s; charges 2 (3); radius 600 m) British cruiser Hawkins, tier V Hit points — 32200. Plating — 13 mm. Main battery — 7x1 190 mm. Firing range — 13.9 km. Maximum HE shell damage — 2650. Chance to cause fire — 13%. HE initial velocity — 844 m/s. Maximum AP shell damage — 4050. AP initial velocity — 844 m/s. Reload time — 13.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 129 м. Sigma — 2.00. Torpedo tubes — 2x2 533 mm. Maximum damage — 15733. Range — 7.0 km. Speed — 59 kt. Reload time — 53 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.2 km. An option to launch individual torpedoes is available. AA defense: 4x4 12.7 mm, 4x4 40.0 mm, 4x2 102.0 mm. AA defense short-range: continuous damage per second — 21, hit probability — 85 %, action zone 0.1–1.5 km; AA defense mid-range: continuous damage per second — 126, hit probability — 90 %, action zone 0.1–2.5 km; AA defense long-range: continuous damage per second — 60, hit probability — 90 %, action zone 0.1–5.8 km; Number of explosions in a salvo — 2, damage within an explosion — 1050, action zone 3.5–5.8 km. Maximum speed — 30.0 kt. Turning circle radius — 640 m. Rudder shift time — 9.1 s. Surface detectability — 12.6 km. Air detectability — 6.4 km. Detectability after firing main guns in smoke — 6.9 km. Available consumables: 1 slot — Damage Control Party 2 slot — Repair Party (Duration time 28 s; HP per second 161; reload time 120 (80) s; charges 2(3)) 3 slot — Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) British cruiser Devonshire, tier VI Hit points — 34400. Plating — 16 mm. Main battery — 4x2 203 mm. Firing range — 14.0 km. Maximum HE shell damage — 2850. Chance to cause fire — 15%. HE initial velocity — 814 m/s. Maximum AP shell damage — 4500. AP initial velocity — 814 m/s. Reload time — 12.0 s. 180 degree turn time — 22.5 s. Maximum dispersion — 130 м. Sigma — 2.00. Torpedo tubes — 2x4 533 mm. Maximum damage — 15433. Range — 8.0 km. Speed — 61 kt. Reload time — 96 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. An option to launch individual torpedoes is available. AA defense: 10x2 20.0 mm, 2x1 20.0 mm, 4x2 102.0 mm, 4x8 40.0 mm. AA defense short-range: continuous damage per second — 158, hit probability — 85 %, action zone 0.1–2.0 km; AA defense mid-range: continuous damage per second — 151, hit probability — 90 %, action zone 0.1–2.5 km; AA defense long-range: continuous damage per second — 95, hit probability — 90 %, action zone 0.1–5.8 km; Number of explosions in a salvo — 4, damage within an explosion — 1400, action zone 3.5–5.8 km. Maximum speed — 31.2 kt. Turning circle radius — 710 m. Rudder shift time — 7.8 s. Surface detectability — 11.5 km. Air detectability — 6.6 km. Detectability after firing main guns in smoke — 6.4 km. Available consumables: 1 slot — Damage Control Party 2 slot — Repair Party (Duration time 28 s; HP per second 172; reload time 120 (80) s; charges 2(3)) 3 slot — Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) ST, British cruiser Surrey, tier VII Hit points — 35300. Plating — 16 mm. Main battery — 4x2 203 mm. Firing range — 14.8 km. Maximum HE shell damage — 2850. Chance to cause fire — 15%. HE initial velocity — 814 m/s. Maximum AP shell damage — 4500. AP initial velocity — 814 m/s. Reload time — 11.0 s. 180 degree turn time — 22.5 s. Maximum dispersion — 135 м. Sigma — 2.00. Torpedo tubes — 2x4 533 mm. Maximum damage — 15867. Range — 8.0 km. Speed — 61 kt. Reload time — 96 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. An option to launch individual torpedoes is available. AA defense: 4x4 40.0 mm, 12x2 20.0 mm, 6x2 102.0 mm, 4x8 40.0 mm. AA defense short-range: continuous damage per second — 165, hit probability — 85 %, action zone 0.1–2.0 km; AA defense mid-range: continuous damage per second — 252, hit probability — 90 %, action zone 0.1–2.5 km; AA defense long-range: continuous damage per second — 74, hit probability — 90 %, action zone 0.1–5.8 km; Number of explosions in a salvo — 3, damage within an explosion — 1190, action zone 3.5–5.8 km. Maximum speed — 30.0 kt. Turning circle radius — 660 m. Rudder shift time — 9.4 s. Surface detectability — 11.2 km. Air detectability — 6.3 km. Detectability after firing main guns in smoke — 6.2 km. Available consumables: 1 slot — Damage Control Party 2 slot — Repair Party (Duration time 28 s; HP per second 176; reload time 120 (80) s; charges 2(3)) 3 slot — Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) 4 slot — Spotting Aircraft (Duration time 100 s; main battery firing range +20.0%; reload time 360 (240) s; charges 3 (4)) British cruiser Bedford, tier VIII Hit points — 43800. Plating — 25 mm. Main battery — 3x3 203 mm. Firing range — 15.7 km. Maximum HE shell damage — 2850. Chance to cause fire — 15%. HE initial velocity — 814 m/s. Maximum AP shell damage — 4500. AP initial velocity — 814 m/s. Reload time — 11.0 s. 180 degree turn time — 22.5 s. Maximum dispersion — 141 м. Sigma — 2.00. Torpedo tubes — 2x4 533 mm. Maximum damage — 15533. Range — 10.0 km. Speed — 62 kt. Reload time — 96 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. An option to launch individual torpedoes is available. AA defense: 6x4 40.0 mm, 16x2 20.0 mm, 6x2 113.0 mm. AA defense short-range: continuous damage per second — 207, hit probability — 85 %, action zone 0.1–2.0 km; AA defense mid-range: continuous damage per second — 168, hit probability — 90 %, action zone 0.1–3.5 km; AA defense long-range: continuous damage per second — 133, hit probability — 90 %, action zone 0.1–5.8 km; Number of explosions in a salvo — 6, damage within an explosion — 1470, action zone 3.5–5.8 km. Maximum speed — 33.0 kt. Turning circle radius — 720 m. Rudder shift time — 10.7 s. Surface detectability — 12.4 km. Air detectability — 7.7 km. Detectability after firing main guns in smoke — 7.0 km. Available consumables: 1 slot — Damage Control Party 2 slot — Repair Party (Duration time 20 s; HP per second 876.0; reload time 120 (80) s; charges 1 (2)) 3 slot — Hydroacoustic Search (Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) 4 slot — Spotting Aircraft (Duration time 100 s; main battery firing range +20.0%; reload time 360 (240) s; charges 3 (4)) British cruiser Drake, tier IX Hit points — 46800. Plating — 25 mm. Main battery — 3x3 234 mm. Firing range — 15.9 km. Maximum HE shell damage — 3350. Chance to cause fire — 21%. HE initial velocity — 881 m/s. Maximum AP shell damage — 5550. AP initial velocity — 881 m/s. Reload time — 14.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 143 м. Sigma — 2.05. Torpedo tubes — 2x4 533 mm. Maximum damage — 16767. Range — 10.0 km. Speed — 62 kt. Reload time — 96 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. An option to launch individual torpedoes is available. AA defense: 4x6 40.0 mm, 12x2 20.0 mm, 4x2 40.0 mm, 6x2 113.0 mm. AA defense short-range: continuous damage per second — 154, hit probability — 85 %, action zone 0.1–2.0 km; AA defense mid-range: continuous damage per second — 235, hit probability — 90 %, action zone 0.1–3.5 km; AA defense long-range: continuous damage per second — 116, hit probability — 90 %, action zone 0.1–5.8 km; Number of explosions in a salvo — 5, damage within an explosion — 1540, action zone 3.5–5.8 km. Maximum speed — 33.3 kt. Turning circle radius — 760 m. Rudder shift time — 11.0 s. Surface detectability — 12.2 km. Air detectability — 8.1 km. Detectability after firing main guns in smoke — 7.6 km. Available consumables: 1 slot — Damage Control Party 2 slot — Repair Party (Duration time 20 s; HP per second 936.0; reload time 120 (80) s; charges 1 (2)) 3 slot — Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) 4 slot — Spotting Aircraft (Duration time 100 s; main battery firing range +20.0%; reload time 360 (240) s; charges 3 (4)) British cruiser Goliath, tier X Hit points — 58600. Plating — 25 mm. Main battery — 4x3 234 mm. Firing range — 16.8 km. Maximum HE shell damage — 3350. Chance to cause fire — 21%. HE initial velocity — 881 m/s. Maximum AP shell damage — 5550. AP initial velocity — 881 m/s. Reload time — 15.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 149 м. Sigma — 2.05. Torpedo tubes — 2x4 533 mm. Maximum damage — 16767. Range — 10.0 km. Speed — 62 kt. Reload time — 96 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. An option to launch individual torpedoes is available. Secondary Armament: 6x2 113.0 mm AA defense: 7x6 40.0 mm, 19x2 20.0 mm, 6x2 40.0 mm, 6x2 113.0 mm. AA defense short-range: continuous damage per second — 231, hit probability — 85 %, action zone 0.1–2.0 km; AA defense mid-range: continuous damage per second — 371, hit probability — 90 %, action zone 0.1–3.5 km; AA defense long-range: continuous damage per second — 126, hit probability — 90 %, action zone 0.1–5.8 km; Number of explosions in a salvo — 6, damage within an explosion — 1610, action zone 3.5–5.8 km. Maximum speed — 33.0 kt. Turning circle radius — 800 m. Rudder shift time — 12.5 s. Surface detectability — 14.0 km. Air detectability — 8.7 km. Detectability after firing main guns in smoke — 9.0 km. Available consumables: 1 slot — Damage Control Party 2 slot — Repair Party (Duration time 20 s; HP per second 1172.0; reload time 120 (80) s; charges 1 (2)) 3 slot — Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Please note that the information in the Development Blog is preliminary and subject to change.
  5. Image straight from WoWs Dev blog page on facebook, any clue what could it be?
  6. Vulgarr

    Jean Bart - Is she ready?

    Edit- I am already aware The Jean Bart is the sister ship of the Richelieu and not the Alsace. It was a misspoken slip up I didn't catch until it was too late.
  7. anonym_Hf93Jbjm9WjT

    Cossack is OverPowered!

    After watching Youtube reviews and reading forum opinions, which are mostly negative and critical, I felt it time to check out the vital WIP statistics of this upcoming tier7 premium destroyer, HMS Cossack, one of the Tribal class using our WOWS Wiki as a source. This post is based upon a reply I made to @NoZoupForYou topic of his excellent video review, but which I feel, to balance, we need to present the other side of the story, to let the statistics, as they are as of today, speak... All stats taken from wows wiki, here http://wiki.wargaming.net/en/Ship:Cossack. guns : Looking at the guns, she has by a very wide margin, the longest range (11.83 km) of her tier. Minsk comes second at 11.08. Reload time at 5 seconds isn't too bad either, (Mahan tops the table at 4 secs). concealment : 6.84 km is the second BEST in her tier, GM comes second with 7.02, Shirayatsu comes first with 6.66km/. So we have excellent range for the guns coupled to excellent concealment values. torpedoes : The torpedos at 61 km are reasonably fast with a convenient range of 8.01 km. This puts Cossack among the best of her tier for speed/range/dmg (15887). She also benefits from single fire mode, which is very useful for cross firing, corner sniping and other advanced torpedo tactics that are only available to RN dds. summary ! Good concealment values = decent survivability, and more opportunities to deal dmg. Cossack has the second best HP pool of her tier, too with 14800, only Błyskawica has more hp at 15500. Compare to Akatsuki which has a miserable 11 600 hp! Cossack has the BEST rudder shift time of her tier, 3.6 seconds, coupled to a reasonable turning circle (610), giving her excellent manouvreability (very useful if you have to show a 45 degree broadside to fire all guns, but also useful for kiting and dodging torps/inc volleys) summary ! Large hp pool + excellent manouvreability = good survivability when under fire (is she in fact, sekretly, overpowered?)
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