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K1ra_Yoshikage

Some changes of the upcoming 6.0 PT 2

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Like all previews, information represented here is subject to change prior to the update's release. Want to make your opinion be heard? Join the Public Test and send us your feedback to the forum!

Clans | Elite EXP | New Commander Skills | New Skill Point Table | Balance | Maps & Locations

Clans

Clans are rolling out in the Open Beta Test. From Update 0.6.0, every player will be able to create their own clan or enter an existing one to join forces with other players. OBT stage will have the following functions available:

  • A current capacity is 30 players per clan.
  • Clan chat – an automatically created channel for all players for a certain clan. Besides, all clan players are assigned with a clan tag, visible in battles.
  • Breakdown of Roles:

    • Fleet Commander – maximum permission.
    • Fleet Commander’s deputy – all permissions except disbanding the Clan and appointment of the Fleet Commander’s deputy.
    • Military commissar – is able to send invitations to the Clan to all non-Clan members.
    • Officer – a Clan player.

  • Invite a player to a Clan (available for Fleet Commanders and their Deputies, as well as Military commissar).
  • A Clan player can find a Clan tab with a corresponding tag next to Profile tab.

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Elite EXP for Commanders

General Mechanics of Commanders' Elite EXP

Right now, every Commander may have a maximum EXP value limited to 19 skill points. No Commander in the game can earn more associated EXP than the above-mentioned maximum value.

To become an Elite Commander, every Commander in the game has to earn the maximum amount of EXP, enough to get 19 skill points. All EXP earned in excess of that value will be transformed into Commanders' Elite EXP.

Commanders' Elite EXP will serve as a new type of in-game currency. The Elite EXP of Commanders does not refer to any Commander specifically and is accumulated in the common pool of Commanders' Elite EXP on a player's account.

 

Application of Elite and Free EXP

Elite EXP Earned by Commanders:

  • May be applied to any non-Elite Commander to open a new level of skills or to get additional skill points free of charge;
  • May be used to re-train any non-Elite Commander moved to a different ship to a 100% training level (instead of doing the same for Doubloons);
  • May be applied to reset all mastered skills free of charge (players will now be able to choose whether to reset Commander skills for Doubloons or by applying Commanders' Elite EXP);
  • May be converted into Free EXP for Doubloons.

Apart from that, we've introduced a new mechanism in the game that allows spending Free EXP on Commanders.

 

Free EXP may be used the same way as Commanders' Elite EXP to:

  • Open a new level of skills or to get additional skill points for any non-Elite Commander;
  • Re-train any non-Elite Commander moved to a different ship (instead of doing the same for Doubloons);
  • Reset any mastered Commander skills.

Elite and Free EXP is applied approximately under the same pattern followed when buying ship modules using associated (combat) and free EXP.

 

When using Elite and Free EXP, the following rules apply:

  • In order to re-train a Commander, to master a new level – or reset – Commander skills, it is a requirement to have enough Elite and/or Free EXP to complete the task for 100%; otherwise, the above operations will be unavailable;
  • To complete an operation, Elite EXP is applied first with Free EXP used only if there is not enough Elite EXP available;
  • When training/re-training, the total amount of Elite and Free EXP used is equal to the amount of the Commander's own EXP required to get Commander skills to 100% or to master the next skill point;
  • The total amount of Elite and Free EXP required to reset Commander skills equals the exact amount required for such resetting.

 

Elite EXP to Free EXP Conversion

Elite EXP can be converted into ordinary Free EXP under the same rules applicable to the associated EXP of ships.

Conversion cost will be the same as the one applied during standard conversion of associated EXP into Free EXP (1 Doubloon for 25 EXP).

Reverse conversion of Free EXP into Elite EXP is unavailable. At the same time, ordinary Free EXP may be directly applied towards the same purposes as Elite EXP.

 

Access to operations involving Elite EXP

Elite and Free EXP will be available for use in respect of Commanders from the 7th level of the Service Record when Commanders appear and become available to players in the game.

Elite EXP may be used only after it has been earned, while Free EXP is already accessible to players the very moment they unlock the Commanders functionality and may be applied as described above.

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New Commander Skills

New Commander skills are added to the game. Now the top skill level will be Level 4.

All skills in the game are subdivided into four groups that contain skills of the corresponding types.

fe7e6b5a-d734-11e6-b232-38eaa7374f3c.jpg

This image is work in progress and may be changed in the future.

Groups

Level

Skill Name

Description / Changes

Endurance

1

Priority Target

(New Skill)

After this skill is mastered, the Situation Awareness ("DETECTED") indicator will show the number of your opponents in the enemy team that are currently aiming at your ship with main battery guns.

 

This skill will not work during retraining.

1

Preventive Maintenance

This skill was moved from Level 5 to Level 1.

Its bonus was changed from -50% to -30% to the risk of incapacitation of modules.

2

High Alert

This skill was moved from Level 3 to Level 2. 

2

Jack of All Trades

This skill was moved from Level 5 to Level 2. Its bonus was changed from -15% to -5% to reload time of all mounted consumables.

 

-5% to reload time of all mounted consumables

 

During retraining, a 50% penalty is applied to the effect of this skill.

3

Fire Prevention

This skill was moved from Level 2 to Level 3.

 

Added a bonus that decreases the number of fires on a ship to 3.

3

Basics of Survivability

This skill was moved from Level 1 to Level 3.

4

Manual Fire Control for Secondary Armament

This skill was moved from Level 5 to Level 4.

4

Survivability Expert

There were no changes for this skill.

Attack

1

Expert Loader

There were no changes for this skill.

1

Aircraft Servicing Expert

This skill was moved from Level 4 to Level 1.

2

Expert Rear Gunner

There were no changes for this skill.

2

Torpedo Acceleration

This skill was moved from Level 3 to Level 2.

3

Torpedo Armament Expertise

This skill was moved from Level 2 to Level 3.

3

Emergency Takeoff

(New Skill)

This skill will make it possible to launch and recover the aircraft while the ship is on fire.

 

While a ship is on fire, a 100% penalty will be applied to the aircraft servicing time.

 

This skill will not work during retraining.

4

Inertia Fuse for HE Shells

(New Skill)

It will increase the armor penetration capacity of HE shells fired from both main and secondary battery guns, at the expense of decreasing the probability of setting the enemy ship on fire.

 

-6% to chance of fire on target caused by HE Shell

+25% to the armor penetration capacity of HE shell

 

During retraining, a 50% penalty is applied to the effect of this skill.

4

Air Supremacy

This skill was moved from Level 5 to Level 4.

Support

1

Direction Center for Catapult Aircraft

(New Skill)

When the Catapult Fighter or Spotting Aircraft consumable is activated, an additional aircraft is launched. However the airspeed of catapult-launched aircraft is decreased.

 

+1 Catapult Fighter

+1 Spotting Aircraft

-20% to airspeed of catapult-launched aircraft

 

This skill will not work during retraining.

1

Dogfighting Expert

This skill was moved from Level 3 to Level 1.

 

Added a bonus: +10% to ammunition count of fighters.

2

Smoke Screen Expert

(New Skill)

This will increases the smoke screen area.

 

+20% to the radius of the smoke screen

 

This skill will not work during retraining.

2

Expert Rear Gunner

This skill was moved from Level 1 to Level 2.

3

Basic Firing Training

This skill was moved from Level 1 to Level 3.

 

Its bonus was changed from +10% to +20% to efficiency of AA defenses

3

Superintendent

There were no changes for this skill.

4

Advanced Firing Training

There were no changes for this skill.

4

Manual Fire Control for AA Armament

There were no changes for this skill.

Versatility

1

Incoming Fire Alert

This skill was moved from Level 2 to Level 1.

1

Evasive Maneuver

(New Skill)

It will decrease the airspeed of strike aircraft , but also reduce their detectability and increase their survivability when returning to the carrier for recovery.

 

-30% to airspeed of strike aircraft when returning to the carrier

-40% to detectability of strike aircraft when returning to the carrier

+15% to survivability of strike aircraft when returning to the carrier

 

This skill will not work during retraining.

2

Adrenaline Rush

Increases reload speed of all armament as the ship HP is decreases.

 

-0.1% to reload time of all armaments for every 1% of lost HP

 

This skill will not work during retraining. 

2

Last Stand

There were no changes for this skill.

3

Demolition Expert

This skill was moved from Level 4 to Level 3.

 

The chance of fire on target was changed from 3% to 2%. Now this skill will also affect secondary armament.

3

Vigilance

Its bonus will also be applied while the Hydroacoustic Search consumable is being used.

4

Radio Location

(New Skill)

After this skill is mastered, the player will see the direction to the nearest enemy ship. The enemy player will be alerted that a bearing was taken on their ship. This skill will not work if a player is playing on an aircraft carrier.

 

This skill will not work during retraining.

 

The fact that the a bearing was taken on their ship will be indicated to the player in the same way as when the player's ship was detected by ship, aircraft or with the use of an active consumable.

4

Concealment Expert

This skill was moved from Level 5 to Level 4.

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New Commander Skill Point Table

Besides skills changes and introduction of Elite EXP for Commanders, progression calculations will also change. In 0.6.0 progression of a new commander at the initial stage will be a little more difficult. However, it will become much easier to earn high skill points. The general principle is that commanders don’t lose skill points; they keep them along with EXP.

▼ View the New Commander Skill Point Table

Skill Points Required EXP before 0.6.0 Required EXP after 0.6.0
0 0 0
1 1,200 1,500
2 1,300 2,500
3 1,500 4,000
4 2,100 6,000
5 3,400 9,000
6 5,800 14,000
7 9,600 21,000
8 16,000 30,000
9 25,000 41,000
10 37,000 54,000
11 53,000 69,000
12 74,000 87,000
13 102,000 108,000
14 136,000 132,000
15 179,000 159,000
16 231,000 189,000
17 294,000 222,000
18 369,000 259,000
19 10,000,000 300,000

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Balance 

  • Nagato and Amagi: to make basic game experience more comfortable, Hull (A) was removed for both ships. Instead, we added one similar to Hull (B).
  • Fubuki: working time of smoke screen was decreased
  • Bismarck: Hydroacoustic Search was replaced with a standard consumable for Tier VIII.
  • Battleships: working time of Catapult Fighter was decreased.


Maps & Locations

Completed Visual redesign of the following Maps and Ports:

  • Islands
  • The Philippines
  • Port

Strait: significantly changed the left part of the map. We expanded the strait area, squeezed a large island to increase a chamber, added two new islands; 

 

  • Cool 2

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This patch seems more a wait and see opinion.

Until new oatch arrives u might as well use all the points u have on your capts.

Have a few po8nts? Get fire fighting. Or whatever. But no need to have points on a commander

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So why nerf the Fubuki? I just don't see any reason to. I think nerfing IJN DDs has just become a habit or something. I mean, it's not a big nerf, but it's not like it was needed either. 

  • Cool 2

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Didnt think there was an issue of fubs sitting in smoke going all op on the reds.

Wont this gimp the fub. Against usn dds? Even more?

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I think there is a typo, u put two Expert Rear Gunner here, the one under "attack" might be the turret traversing skill.

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And no change regarding to the consumable rebalance that previously leaked?

 

I really hope they don't implement those changes. There's nothing wrong with premium consumables right now. 
  • Cool 1

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So why nerf the Fubuki? I just don't see any reason to. I think nerfing IJN DDs has just become a habit or something. I mean, it's not a big nerf, but it's not like it was needed either. 

 

Just a shot in the dark here (because I don't presently have access to a table displaying this info). But doesn't smoke duration increase a little with tier? Is it possible this is just correcting the number down from when Fubuki was a tier 8 down to the proper time for a tier 6 IJN DD?

 

I recall a similar "nerf" to Myoko's chance of catching on fire a patch after it was dropped to tier 7 in favor of Mogami (Mogami received a corresponding "buff" at the same time).

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And no change regarding to the consumable rebalance that previously leaked?

 

 

That was on the super test server I believe,  I don't think it was intended to go to the PTS already.

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I still don't understand the point of limiting clans to 30 people. Hopefully they increase it when it goes live.

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I still don't understand the point of limiting clans to 30 people. Hopefully they increase it when it goes live.

 

Could be over the fact the server population is so low. In WoT population is much higher so more clan members available.
Edited by SteelClaw

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Just a shot in the dark here (because I don't presently have access to a table displaying this info). But doesn't smoke duration increase a little with tier? Is it possible this is just correcting the number down from when Fubuki was a tier 8 down to the proper time for a tier 6 IJN DD?

 

I recall a similar "nerf" to Myoko's chance of catching on fire a patch after it was dropped to tier 7 in favor of Mogami (Mogami received a corresponding "buff" at the same time).

 

I guess that's also possible. 

BTW, Mogami and Myoko have the same chance, and AFAIK they always have. 

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Just a shot in the dark here (because I don't presently have access to a table displaying this info). But doesn't smoke duration increase a little with tier? Is it possible this is just correcting the number down from when Fubuki was a tier 8 down to the proper time for a tier 6 IJN DD?

 

I recall a similar "nerf" to Myoko's chance of catching on fire a patch after it was dropped to tier 7 in favor of Mogami (Mogami received a corresponding "buff" at the same time).

 

Why correct it though? This is the same question when WG nerfed the ships as they moved them down tiers. Mutsuki was already bad at T6, so "nerfing" it to fit T5 made no sense. Same for Hatsuharu and Fubuki. Incidentally, these ships are still the worst performers at their respective tiers and none of the core balance issues regarding IJN DD have been resolved.
Edited by awildseaking

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I really hope they don't implement those changes. There's nothing wrong with premium consumables right now. 

 

 

 

That was on the super test server I believe,  I don't think it was intended to go to the PTS already.

 

​I agree with that, it's ok to buff the standard consumables (a little bit), but nerf the premium one is not really necessary.

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Why correct it though? This is the same question when WG nerfed the ships as they moved them down tiers. Mutsuki was already bad at T6, so "nerfing" it to fit T5 made no sense. Same for Hatsuharu and Fubuki. Incidentally, these ships are still the worst performers at their respective tiers and none of the core balance issues regarding IJN DD have been resolved.

 

But Fubuki definitely needed a nerf. The torpedoes would have wrecked any BB, with a high speed and massive damage. Now, did Mutsuki need a nerf? Probably not. 

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there balance ideas suck. Why nerf bismark?

 

Because it's performing much better than the other T8 BBs? 

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So why nerf the Fubuki? I just don't see any reason to. I think nerfing IJN DDs has just become a habit or something. I mean, it's not a big nerf, but it's not like it was needed either. 

 

Fubuki at tier 6 still has the stats for tier 8 smoke.

They're just fixing something they missed with the tier reshuffle probably.

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I guess that's also possible. 

BTW, Mogami and Myoko have the same chance, and AFAIK they always have. 

 

Sorry, I meant the base chance for the ship itself to catch on fire when hit by opposing HE. As I recall there is a hidden number that scales with the tier of the ship that interacts with % chance on a given HE shell to produce the "real" fire chance.

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Sorry, I meant the base chance for the ship itself to catch on fire when hit by opposing HE. As I recall there is a hidden number that scales with the tier of the ship that interacts with % chance on a given HE shell to produce the "real" fire chance.

 

Oh that chance. Yeah, I guess that was probably changed. 

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Is the PT server up? I cant log in, and no update on the PT client. Anyone logged in?

Now it's updating, but server is still unavailable.

Edited by ISBANMCBA

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