2,138 K1ra_Yoshikage Beta Testers, In AlfaTesters 7,026 posts 27,518 battles Report post #1 Posted January 10, 2017 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. Back to Top 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. Back to Top 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. 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. Back to Top 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 Back to Top 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; 2 Share this post Link to post Share on other sites
872 [BOTES] awildseaking Members 2,228 posts 8,498 battles Report post #2 Posted January 10, 2017 Pretty lame that they aren't changing RPF at all. 4 Share this post Link to post Share on other sites
38 SPACEDUDE71 Beta Testers 1,362 posts 4,392 battles Report post #3 Posted January 10, 2017 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 Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #4 Posted January 10, 2017 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. 2 Share this post Link to post Share on other sites
38 SPACEDUDE71 Beta Testers 1,362 posts 4,392 battles Report post #5 Posted January 10, 2017 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? Share this post Link to post Share on other sites
0 [SEAL] ISBANMCBA Beta Testers 13 posts 10,029 battles Report post #6 Posted January 10, 2017 I think there is a typo, u put two Expert Rear Gunner here, the one under "attack" might be the turret traversing skill. Share this post Link to post Share on other sites
0 [SEAL] ISBANMCBA Beta Testers 13 posts 10,029 battles Report post #7 Posted January 10, 2017 And no change regarding to the consumable rebalance that previously leaked? Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #8 Posted January 10, 2017 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. 1 Share this post Link to post Share on other sites
522 [IN3PT] El_Judarino Beta Testers 1,703 posts 6,430 battles Report post #9 Posted January 10, 2017 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). Share this post Link to post Share on other sites
221 [IFWB] Carrier_Graf_Zeppelin Beta Testers 803 posts 4,912 battles Report post #10 Posted January 10, 2017 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. Share this post Link to post Share on other sites
616 SteelClaw Members 989 posts Report post #11 Posted January 10, 2017 What's up with the Fubuki nerf? It is pretty gimped now! Share this post Link to post Share on other sites
52 [VIRUS] premiermiller Alpha Tester 147 posts 1,847 battles Report post #12 Posted January 10, 2017 I still don't understand the point of limiting clans to 30 people. Hopefully they increase it when it goes live. Share this post Link to post Share on other sites
616 SteelClaw Members 989 posts Report post #13 Posted January 10, 2017 (edited) 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 January 10, 2017 by SteelClaw Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #14 Posted January 10, 2017 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. Share this post Link to post Share on other sites
56 _Ezekiel_ Beta Testers 342 posts 6,658 battles Report post #15 Posted January 10, 2017 (edited) So Bismarck is losing its Hydro? Edited January 10, 2017 by _Ezekiel_ Share this post Link to post Share on other sites
872 [BOTES] awildseaking Members 2,228 posts 8,498 battles Report post #16 Posted January 10, 2017 (edited) 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 January 10, 2017 by awildseaking Share this post Link to post Share on other sites
0 [SEAL] ISBANMCBA Beta Testers 13 posts 10,029 battles Report post #17 Posted January 10, 2017 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. Share this post Link to post Share on other sites
68 DirtyDiggler Members 236 posts 2,358 battles Report post #18 Posted January 10, 2017 there balance ideas suck. Why nerf bismark? Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #19 Posted January 10, 2017 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. Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #20 Posted January 10, 2017 there balance ideas suck. Why nerf bismark? Because it's performing much better than the other T8 BBs? Share this post Link to post Share on other sites
1,337 [NDA] Jinxed_Katajainen Alpha Tester 6,193 posts 4,955 battles Report post #21 Posted January 10, 2017 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. Share this post Link to post Share on other sites
522 [IN3PT] El_Judarino Beta Testers 1,703 posts 6,430 battles Report post #22 Posted January 10, 2017 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. Share this post Link to post Share on other sites
1,922 _Sarcasticat_ Beta Testers 19,038 posts 6,849 battles Report post #23 Posted January 10, 2017 Thank God they're making it easier to get captain skill points. Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #24 Posted January 10, 2017 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. Share this post Link to post Share on other sites
0 [SEAL] ISBANMCBA Beta Testers 13 posts 10,029 battles Report post #25 Posted January 10, 2017 (edited) 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 January 10, 2017 by ISBANMCBA Share this post Link to post Share on other sites