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Update 0.6.0 Downtime and Patch Notes - NOW WITH 0.6.0.1 INFORMATION

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Captains! It's that time again. Update time is here. Below you will find all of the information for the new update.

 

***UPDATE 0.6.0.1 RELEASE INFORMATION***

Update 0.6.0.1 is scheduled for release and server downtime on January 25, from 02:00 PT / 05:00 ET to 03:30 PT / 06:30 ET

 

Release Notes 0.6.0.1

  • Fixed lists of Commanders sorted incorrectly on the "From Reserve" and "From Other Ships" lists 
  • Fixed an error which occurred after log in, where a tab with the Clan tag of a World of Tanks or World of Warplanes Clan in the tab's name was displayed next to the "Profile" tab, even if a player wasn't a member of that Clan
  • "Dragon" checkbox is now automatically enabled when a Dragon ship is earned or added to player's account so ships will automatically display in the carousel. (To disable, see the checkbox in the "Additional" group of the filter panel.) 
  • Updated video tutorial in the Commander Skills screen
  • Disabled New Year visuals in-game 
  • Fixed display of button for purchasing Premium ships in the "Modules" tab
  • Camo changes to Alabama ST
  • All players who participated in the "Santas Wanted" special will be granted a commemorative flag soon after the update's release!

 

 

 

 

 

 

Downtime Starts: January 18th 02:00 PT/ 05:00 ET

Downtime Ends: January 18th 04:00 PT/07:00 ET

 

*** With your help we found an unfortunate error in the Update 0.6.0 release. All Commanders in retraining status should have automatically completed retraining with relevant ship specialization after the update. Instead, the ship they were on has been displayed on the in-game user interface, if it was a premium ship. This is only a matter of how the information is displayed in the UI. If you hover on the Commander's image in the Port, you will see their specialization in the tooltip:
https://gyazo.com/a1a181aa60f809d8a283c63e197c62f2

We sincerely apologize for this inconvenience, and we're working on a fix as quickly as we can.***

 

Elite XP for Commanders and New Skills

 

What is Elite XP?

Right now, every Commander has a maximum XP value. No Commander in the game can earn more XP than the amount of XP needed to earn 19 Skill Points.

To become an Elite Commander, the Commander must earn the maximum amount of XP -- enough to earn 19 Skill Points. All XP earned over that value becomes Elite Commander XP.

Elite XP is a new type of in-game currency. Elite XP does not accumulate on any single Commander but is stored in a common pool of Elite Commander XP on your account.

Using Elite Commander XP and Free XP

Elite XP can be:

  • Applied to any non-Elite Commander to open a new level of Skills, or to get additional Skill Points free of charge
  • Used to retrain any non-Elite Commander moved to a different ship (instead of doing the same with Doubloons)
  • Used to reset all mastered Skills at no cost (players will now be able to choose whether to reset Commander Skills using Doubloons or Elite XP)
  • Converted into Free XP for Doubloons

 

How to Spend Free XP on Commanders:

 

Free XP can be used in the same way as Elite Commander XP. After all Elite Commander XP is spent, Free XP:

  • Can be spent on promoting any Commander (that hasn’t reached the highest rank) to the next rank and increasing their number of Skill points.
  • Can be used to retrain a Commander, when assigned to a different ship, to 100% (instead of retraining this Commander with Doubloons.)
  • Can be spent on resetting all Skills mastered by a Commander (players will now be able to choose whether to reset Commander Skills with Doubloons or by spending Elite Commander XP/Free XP) -- the cost of redistributing Skills is 10,000 Elite Commander XP multiplied by the number of Skill points spent on mastering Skills.
     

Elite Commander XP and Free XP can be spent together, like the way Ship XP and Free XP are spent on researching ships and ship modules.

When Elite Commander XP and Free XP are spent, the following rules apply:

  • To retrain a Commander, promote them to a new rank, or reset Commander Skills, the available Elite Commander XP and/or Free XP should be sufficient to fully complete such an operation (for example, to retrain a Commander to 100%). Otherwise, the operation will not be successfully completed.
  • When an operation can be completed, Elite Commander XP is spent first, and Free XP is used only if there is not enough Elite Commander XP available.
  • When training/retraining a Commander, the total amount of Elite Commander XP and Free XP spent is equal to the amount of the Commander's own XP (Commander XP) required to train this Commander to a 100% level or earn the next Skill point.
  • The total amount of Elite Commander XP and Free XP required to reset Commander Skills equals the amount required for such resetting.

For example:

 

A Commander with 7 Skill Points is assigned from one researchable ship to another researchable ship and has just reached their current rank, but without enough Commander XP to reach the next rank. When they're retrained for another ship, the amount of "penalty" XP (required to retrain this Commander to 100%) is 10,000. Accelerating retraining by 50% is made with Credits. Consequently, 5,000 more XP is required to train this Commander to 100%. The player decides to further speed up the retraining process and get a 100% trained Commander using Elite Commander XP and Free XP.

 

There is 8,000 Elite Commander XP and 40,000 Free XP available on the player’s account. To speed up the retraining process, the player must spend exactly 5,000 Elite Commander XP to have a Commander retrained to 100%. However, the player also chooses to promote this Commander to the maximum attainable rank by using all kinds of available XP. However, the player also chooses to promote this Commander to the maximum attainable rank by using all kinds of available XP.

 

The "cost" of the next Commander rank is 30,000 XP. To reach it, it's 3,000 Elite Commander XP (the entire remaining amount of Elite Commander XP) + 27,000 Free XP. After that, 41,000 XP is required to reach the next rank. Under our scenario, the player will not be able to promote this Commander to the next rank, because they have zero Elite Commander XP available and only 13,000 Free XP left on their account.

 
Conversion of Elite Commander XP to Free XP

Elite Commander XP can be converted to "ordinary" Free XP using the same rules as the rules for conversion of the accumulated Ship XP.

The conversion cost will be the same as the conversion cost of Ship XP into Free XP (25 XP for 1 Doubloon).

Free XP cannot be converted back to Elite Commander XP. But, "ordinary" Free XP can now be directly spent for the same purposes as Elite Commander XP.

 

Access to Operations Involving Elite Commander XP

Elite Commander XP and Free XP become available for leveling up Commanders at the 7th level of the Service Record, where the Commanders feature itself becomes available.

However, Elite Commander XP can be spent only after it's been earned. Unlike Elite Commander XP, Free XP is already accessible to players before the Commanders feature is unlocked. Because of this, Free XP can be spent as described above before any Elite Commander XP has been earned.

 

New Commander Skills

The top Skill level is now Level 4, while all Skills in the game are subdivided into four groups. Check out information for the new Skills Table here. After0.6.0, all Commander Skills will be reset free of charge.

 

Commander Skill Change Compensation

Update 0.6.0 changes the Commander system:

  • Revamping the Skill Tree
  • Modifying the progression of Commander leveling
  • Adding a much-requested mechanic allowing the use of extra Commander XP

Any changes -- especially changes as extensive as these -- can be a tricky to get used to. We want to make the transition more comfortable, so we’ve decided to convert the Skills for all Commanders back to Skill Points. In addition, we plan to slash the costs of resetting Commander Skills for a period, and you’ll be able to complete missions to earn the small number of Doubloons to cover the discounted price.

We want to give you every opportunity to try out new build options available in the revised Skill Tree and should help mitigate potential mistakes you might make while trying out new Skills for the Commanders until you find a build you love. We hope you enjoy the changes we're making and, as always, we look forward to hearing the feedback!

 

New XP Scale for Commanders

New Commander Skill Point Table

In addition to the Commander skill overhaul and Elite Commander XP, the amounts of XP required for reaching a new rank changed. Now it will be slightly harder to level up the Commander at the initial stage. But it will now be simpler to reach high Commander ranks! Before Update 0.6.0, players had to earn a total of 1,540,000 XP to reach the 18th skill point. After the update, only 1,408,000 XP is required. Moreover, we changed the amount of XP required to progress from the 18th to the 19th skill point. Before Update 0.6.0, this amount was equal to 10,000,000 XP. After the update, only 300,000 XP is required for this.

 

The general principle of the changes is that Commanders will not lose any ranks or any skill points. Moreover, if a Commander reaches the highest rank after the XP scale is changed, all the remaining Commander XP of this Commander will be automatically transferred to the common pool of Elite Commander XP, available for spending on any Commander.

  • If, before the release of Update 0.6.0, a Commander had 16 skill points and up to and including 224,100 points of Commander XP accumulated for reaching the next skill point, then, after 0.6.0, this Commander will receive the same number of skill points and the same amount of Commander XP accumulated for reaching the next skill point.
  • If, before the release of Update 0.6.0, a Commander had 16 or more skill points and over 224,100 points of Commander XP accumulated for reaching the next skill point (up to and including the 18th skill point), or up to and including 120,100 points of Commander XP accumulated for reaching the 19th skill point, then, after 0.6.0, this Commander will receive the same number of skill points, the same amount of Commander XP accumulated for reaching the next skill point, and 47,000 Commander XP as a bonus.
  • If, before the release of Update 0.6.0, a Commander had 18 or more skill points and over 120,100 points of Commander XP accumulated for reaching the next skill point (the total amount of accumulated Commander XP was 1,661,000 XP or more), then, after 0.6.0, this Commander will receive 19 skill points, and the amount of their Commander XP will be the difference between the total accumulated Commander XP, and 1,661,000 will be added to the common pool of Elite Commander XP.

 

 

Visual and Graphics Changes

  • Added new Commander images, including a US Commander portrait featuring the likeness of World of Warships player Markcou, a devoted Canadian NA World of Warships player and TRIO Clan member of more than four years before they passed away. o7 Markcou!
  • MR2wAsw.png
  • In Port, Commander level will have a numerical designation
  • Layout of Marblehead guns corrected

 

Ship Exterior Changes

We made corrections to the appearance of several ships using a special technology for improved rendering of thin elements (mostly the ship's rigging). These corrections will not affect performance. The following ships were affected:

  • Saipan
  • Belfast
  • Błyskawica
  • Flint
  • Sims
  • Atlanta

 

  • Fuso, Aoba, Farragut, Independence, New Mexico, Bayern, Nürnberg, Budyonny, and Leander:
      • -3% to detectability range by sea
      • +4% to maximum dispersion of shells fired by the enemy attacking the ship
      • +30% to XP earned in battle
      • Camouflage cost: 1,000 Doubloons

     

    Nagato:
      • -3% to detectability range by sea
      • +4% to maximum dispersion of shells fired by the enemy attacking the ship
      • +50% to XP earned in battle
      • -5% to the cost of the ship's post-battle service
      • Camouflage cost: 2,000 Doubloons

     

    Amagi:
      • -3% to detectability range by sea
      • +4% to maximum dispersion of shells fired by the enemy attacking the ship
      • +50% to XP earned in battle
      • -10% to the cost of the ship's post-battle service
      • Camouflage cost: 3,000 Doubloons
  • Montana and Alabama: Reintroduced more accurate armor layout models for their main turrets
  • Montana, Missouri, and Iowa: Slightly changed exterior appearance
  • Minotaur: added the animation for the antenna of its navigation radar
  • Prinz Eugen: added the animation for the recoil of the guns in the first main turret after firing
  • Shinonome: fixed the visualization of onboard boats at low graphics quality settings
  • Perth: added a box on one of its main turrets
  • Added platforms near radars for rangefinders. Fixed missing rangefinders of main guns/turrets. For Montana, Missouri, and Iowa, fixed the bug where the AA mount on the main turret disappeared after the turret had been destroyed
  • Perth: fixed the text descriptions of its armor layout. Its battle performance was not affected

 

Balance Corrections and Ship Changes

The following rules for module replacement and relevant bonuses are applicable to:

  • Nagato and Amagi: Removed hull (A). Instead of the previously used hull (A), we added the hull that is equal to hull (B) in all aspects but the HP and rudder shift time. The HP and rudder shift time for this hull remain at the same level as for the previously used hull (A)
  • If a player had researched hull (B) of Nagato before the update was released, they will automatically receive its hull ©. If a player had researched hulls (B) and © of Nagato before the update was released, they will receive 22,000 Ship XP for Nagato and 1,800,000 Credits
  • If a player had researched hull (B) of Amagi before the update was released, they will automatically receive its hull ©. If a player had researched hulls (B) and © of Amagi before the update was released, they will receive 39,000 Ship XP for Amagi and 2,300,000 Credits
  • Derzki: Fixed shells fired from one of its main guns at maximum range had more velocity than shells fired from its other main guns. This bug was only present in cases where it had an increased firing range after the "Advanced Firing Training" Skill was mastered by its Commander
  • Bismarck: Parameters of "Hydroacoustic Search" consumable changed to the standard parameters for tier VIII ships
  • For battleships, the time the Catapult Fighter consumable is active for was decreased to 90 seconds
  • Updated the turret models for Nagato and Amagi
  • Fixed the bug where shell flight time was calculated incorrectly when firing at maximum range. Now the shell flight time is displayed correctly in battle
    This fix slightly changed the flight time of all shells when firing at maximum ranges (changes are within the range of 0.3 seconds). This fix will not affect the armor penetration capability or damage potential of shells in any way. Only Yorck has changed significantly: AP shell flight time at maximum range for a "top" Yorck (17.3km) increased to 17.5 seconds -- the real time of HE shell flight was 13 seconds, while 15 seconds was displayed in the interface.
  • The "Flight Control Modification 1" upgrade will now reduce aircraft servicing time by 15% instead of 10%
  • The "Air Groups Modification 2" upgrade will now, in addition to the 20% bonus to fighters' HP, increase their ammunition count by 50%
  • For Fubuki, the time the Smoke Screen active time was decreased from 89 to 81 seconds
  • Akizuki: Changed armor penetration for explosive shells from 19 to 17 mm
  • Marblehead: Reloading time for main caliber guns reduced to 6.67 seconds, torpedo tube sector cone increased by seven degrees towards the stern on both launchers

 

Clans

Starting from Update 0.6.0, the Clans feature becomes accessible. The cost of creating a Clan is 2,500 Doubloons.

 

Added the possibility to invite a player to join a Clan. It is available to Clan members with the following positions in a Clan: Commander, Deputy Commander, Recruiter.

  • The invitation to join a Clan will only be displayed to a player who is currently not a member of another Clan
  • The player can decline the invitation. After that, the invitation will be removed from the list of invitations
  • The player can accept the invitation. After that, the new Clan member will be redirected to the Clan profile
  • Invitations whose lifetime (3 days) has expired will not be displayed to the invitee but will be displayed (with the "Expired" status) to members of the inviting Clan
  • The sent invitation will be displayed in the "Invitations" tab and its status will change after the invitee accepts/declines it or it expires
  • For Clan members, a Clan tab will be displayed next to the "Profile" tab. This tab will be named after the Clan tag of the corresponding Clan

Every Clan member can see the profile of their Clan. The profile of any other Clan can be accessed after the corresponding Clan is found via the search feature. The following information about a Clan is displayed:

  • Clan members
  • Average statistics for all Clan members (if only a single Clan member chose to hide their personal statistics, then it will not be included in the average Clan statistics; if there are several Clan members who chose to hide their personal statistics, then this data will be accounted for when calculating the average Clan statistics; if all Clan members chose to hide their personal statistics, then the statistics of this Clan will also be "hidden")
  • Personal statistics for every player who did not choose to hide them
  • Positions of Clan members: Commander (has full permissions); Deputy Commander (as above, but cannot disband the Clan and delegate the Deputy Commander authority); Recruiter (can invite players who are not members of other Clans to join the Clan); Line Officer (an ordinary Clan member
  • For now, the maximum number of players in a Clan is 30
  • Player management includes: Delegating a position of authority to another player (if allowed by the permissions for the corresponding position); Delegating the Commander authority to another player (only Commanders can do this); Removing players from the Clan (if allowed by the permissions for the corresponding position)
  • When a player leaves the Clan: If this player is not a Commander, they will simply leave the Clan. If this player is a Commander, then they will delegate the Commander authority when leaving
  • The Clan chat is an automatically created chat channel where all Clan members are included. The Clan tag is displayed next to nicknames when in battle
  • Clan tags will be visible next to a nickname in the Port: in chats, in the invitation window to join a Division or a Team, as well as in the lists of Division-mates or Teammates
  • Added an option to create and modify the Clan's description
  • Added an option to select the Clan tag color
  • Added an option to change the Clan name and/or tag (cost: 2,500 Doubloons)
  • The following reservation rules are applied to the Clan names/Clan tags. The previous Clan name/tag is reserved for the Clan for a month after the date of its modification. During this time, it cannot be used by any other Clan. That is, if Clan "A" changed its Clan name/tag to "B", then the Clan name/tag "A" cannot be used by any other Clan. If this Clan changed its Clan name/tag to "C" later, then the Clan name/tag "B" becomes reserved, but the Clan name/tag "A" becomes vacant and can be used by another Clan

 

Other Updates

esting Japanese tier VI Battleship Mutsu

Interface Changes

New players will be able to join the game using a new option that will not require registration. They will have restricted game functionality: no ability to purchase Doubloons and Premium Account, convert Credits/XP or carry out other operations with their accounts.

  • When playing without registration, players will be able to preserve their progress with the registration of a fully-functional account
  • Once registered, the fully-functional account will supersede the previous demo account used by the player
  • All progress earned in-game achieved using this "demo" account will be transferred to the new "full" player account when registered

 

Removed ability to purchase New Years camo

Maps and Locations

Minor adjustments:

  • "Strait"
    The left part of this map was significantly changed -- the passage zone was expanded, large island made taller in order to increase the number of firing opportunities in the west-to-east line, and two new islands were added
  • "Shards"
  • "Loop"

 

Removed visual artifacts in the following maps and ports:

 

Complete Visual Re-Design of the Following Maps and Ports:

 

Bugfixes

  • Fixed when only the received reward, not the container, was displayed on the deck of a cargo container ship in the Containers screen
  • Fixed where focus on the previously selected mission/challenge was lost after switching from the "Tiles" view to the "Details" view
  • Fixed where a ship's status could be stuck as "Ship in battle" until the game server was restarted
  • Optimized rain and snow weather effects
  • Fixed where the player remained a member of a Division after leaving a battle when that Division was dismissed during that battle
  • Fixed rare bug where a player could see the effects from an enemy ship, but the enemy ship itself was not visible in-game
  • Fixed rounding error with the value of the "Damage upon the spotting" parameter in the post-battle statistics screen
  • Fixed where Forts suppressed by were not displayed in the post-battle statistics screen
  • Fixed error where an incorrect hint displayed for the already purchased modules of a ship when a player joined a Division with this ship and changed their status to "Ready!" ("Ready for battle in Division")
  • Fixed where game client abnormally terminated when the player was browsing the Personal File of a Commander awaiting dismissal at the moment of dismissal
  • Fixed incorrect detectability range of Fort 2 on "The Atlantic" map
  • Fixed error where the number of days in the Ranked Battle season was rounded incorrectly if the duration of this season exceeded 1.5 months
  • Fixed display bug with incorrect Missouri wreath at the Port in system messages
  • Added ability to scroll in a summary window at a minimum screen resolution (1366x768 below)
  • Fixed bug that with possibility to add a fourth player in the Division, without being able to go into battle
  • Fixed incorrect display of the number of modules in the third mission's 5th task in the "Honorable Service" campaign
  • Fixed display issue of campaign with a four-tiered ship carousel at lower resolutions
  • Fixed error when "Solo Warrior" Achievement earned in "Bastion" mode was not received
  • Fixed visual error of national flag order in the tech tree with minimal screen resolutions
  • Fixed visual error for in ARPEGGIO ship description which prompts players to switch to now-removed Yokosuka Port
  • Fixed visual chat error where a Clan player's nickname was colored gray
New Permanent Camouflage for: Fuso, Aoba, Farragut, Independence, New Mexico, Bayern, Nürnberg, Budyonny, Leander, Nagato, and Amagi
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[quote name=

  • Fixed visual chat error where a Clan player's nickname was colored gray

 

 

Huh. That was bugging me. 

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 Doubled Pensacola armor rating and lowered detection to 11.5km stock.

 

FINALLY!

 

 

 

 

 

 

:hiding: :trollface:

 

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Well, Marblehead got a buff at least.

 

You fixed the Perth's armor, but yet you still ignore the fact that turret 1 on the Dmitri Donskoi is excluded from the ship's armor model entirely...?

 

Wasn't Akizuki's penetration already 17mm?  Or did it use the German HE penetration formula somehow?

 

*sigh* Air Groups Mod 2 just became another massive middle finger to American CVs...first you make only their strike loadout viable, then you go ahead and severely buff an upgrade that already gave IJN fighters a huge edge.

Edited by TenguBlade

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Balance Corrections and Ship Changes

The following rules for module replacement and relevant bonuses are applicable to:

  • Nagato and Amagi: Removed hull (A). Instead of the previously used hull (A), we added the hull that is equal to hull (B) in all aspects but the HP and rudder shift time. The HP and rudder shift time for this hull remain at the same level as for the previously used hull (A)
  • If a player had researched hull (B) of Nagato before the update was released, they will automatically receive its hull ©. If a player had researched hulls (B) and © of Nagato before the update was released, they will receive 22,000 Ship XP for Nagato and 1,800,000 Credits
  • If a player had researched hull (B) of Amagi before the update was released, they will automatically receive its hull ©. If a player had researched hulls (B) and © of Amagi before the update was released, they will receive 39,000 Ship XP for Amagi and 2,300,000 Credits
  •  

 

I'm sad to see "dreadnought" era hulls leave the game, much like the old Kongo A hull, the history nut part of me is sad to see them go.

 

Now, for the nationalist within :trollface:: Why are IJN BBs getting their stock grinds made easier while American BBs 1.) don't and 2.) still have the historically false as all get out engine speed "upgrades" to get from a-historically slow to historical (this is especially punitive on the already slow standards (tier 4-7)?

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ah yes another big fck you to the stealth DDs.  how about you just drop the ship class and give us all the exp and silver we spend in a pool to spend it on BB's . then we will be playing the World of BB just like you wanted

 

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I'm sad to see "dreadnought" era hulls leave the game, much like the old Kongo A hull, the history nut part of me is sad to see them go.

 

Now, for the nationalist within :trollface:: Why are IJN BBs getting their stock grinds made easier while American BBs 1.) don't and 2.) still have the historically false as all get out engine speed "upgrades" to get from a-historically slow to historical (this is especially punitive on the already slow standards (tier 4-7)?

 

 

Mutsu (in this very patch) is being added as a Tier VI in her dreadnought configuration, so basically they are removing them and gunna make premiums outta 'em.

 

 

 

 

On another note to confirm, Russian dd line changes are NOT in this patch, right?

 

 

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So when you already have Izumo or even Yamato, will you get the exp back from Nagato and Amagi hull or is this only when you have both ships in port?

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Will the clan commanders and clans involved in the beta test be notified if their clan name is going to be reserved?  IE who will know if they are one of the lucky ones?

 

Stout Hearts

-AK-Warhawk

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Mutsu (in this very patch) is being added as a Tier VI in her dreadnought configuration, so basically they are removing them and gunna make premiums outta 'em.

 

 

 

 

On another note to confirm, Russian dd line changes are NOT in this patch, right?

 

 

 

The part I like about Mutsu was the leak that she's supposedly a testbed for hull mounted above water torp tubes, I'd like to see these fish on any ship that had them (no underwater tubes ofc) this would bode well for the British NelRods and otherwise be "neat" if not particularly "good".

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*sigh* Air Groups Mod 2 just became another massive middle finger to American CVs...first you make only their strike loadout viable, then you go ahead and severely buff an upgrade that already gave IJN fighters a huge edge.

 

Actually it is a massive buff to the already superior USN AS load out. It only helps IJN of matched against a USN with the inferior strIke loadout.

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ah yes another big fck you to the stealth DDs.  how about you just drop the ship class and give us all the exp and silver we spend in a pool to spend it on BB's . then we will be playing the World of BB just like you wanted

 

 

Yeah, the game meta for cruisers as well is definitely lacking. There is definitely a need to tweak ship class capabilities and balance.

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In regard to the revamped Cpt Skills, the jury is still out.

In regard to the map changes, I sure hope WoWS isn't/didn't listen to any Map Whiners.

In regard to Clans, a 'tag' only? What is this supposed to look like in port & in battle? What happened to the 'flag' idea?

Anyway, a lot of changes.

I just advise WoWS to be open to altering/rescinding any update 6.0 changes that end up being 'bad'.

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And here I was thinking that at least WG is being pretty fair about captain skill resets!  Looks like we can't please everybody.

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I thought no registration players would upset some. Day players just want to look around and create havoc. well on there way to First Person Shooter!!!!:look:

 

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I thought no registration players would upset some. Day players just want to look around and create havoc. well on there way to First Person Shooter!!!!:look:

 

If it doesn't track progress until you register though... wouldn't that pretty well keep a non-registered player pretty firmly locked in the first 2 (3?) tiers max?

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If, before the release of Update 0.6.0, a Commander had 16 or more skill points and over 224,100 points of Commander XP accumulated for reaching the next skill point (up to and including the 18th skill point), or up to and including 120,100 points of Commander XP accumulated for reaching the 19th skill point, then, after 0.6.0, this Commander will receive the same number of skill points, the same amount of Commander XP accumulated for reaching the next skill point, and 47,000 Commander XP as a bonus.

 

 

Niko, is this a typo? It mentions nothing about a 17pt cmdr going to 18 pt. In my case, I have a 17pt cmdr in my Scharnhorst, with 132k+ cmdr xp towards the 18th point (out of the current 369,000xp required). What happens in this case? Does one end up losing the gained xp to date, for being under the 224,100 xp stated above? Seems confusing, though I sure someone can read into it better than myself. Thank you.

Edited by ARandomClaymore

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We hope you enjoy the changes we're making and, as always, we look forward to hearing the feedback!

 

Read the patch notes. Not especially looking forward to some of the changes, especially the skill reset. Having to reassign all my captains' skill-points, especially since I had them how I wanted, pisses me off. However I'm going to hold off on judgement on the patch until after I've played a few games. Believe me, if I don't like them I'll let you guys know about it.

 

https://i.imgflip.com/1hr2lo.jpg

 

Thanks to the EU forum

Somehow I can see Wargaming actually doing that.

Edited by jkirschy
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Good to see the Marblehead has received one of the buffs she needed, now to get that range increase by 10%. 

 

As for the new skill tree time will tell. But right now I'm not excited for it. 

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  • The "Air Groups Modification 2" upgrade will now, in addition to the 20% bonus to fighters' HP, increase their ammunition count by 50%

 

Are you people insane? Does anyone at that company even attempt to play carriers or pay attention? The last thing EITHER nation needs is ammo buffs. You've done this before AND IT JUST KEEPS BREAKING THE BALANCE MORE.

 

USN fighters already have near total dominance over equal IJN fighters. Now you give them even more ammo to just sit in the air after eviscerating enemy planes, camp an opposing carrier, or abuse strafe even more times and more effectively. You also now boost IJN vs strike loadouts of USN CV's which, again, NOT NEEDED. More importantly this buffs SAIPAN, the CV that LEAST needs any BUFF. The most broken, OP carrier in the game unless tier 7 CV captains choose specific skills just to counter ONE SHIP.

 

That isn't even something you need to test in game, that is something that if you look at the numerous threads, pleading for CV's to be fixed and balance, "more ammo is missing" because it's not needed if anything it's usually posted against BECAUSE IT EXACERBATES EXISTING ISSUES, and just use your head.

 

If AA isn't enough or unavailable, USN strike relies on the enemy planes running out of ammo, IJN vs any type of USN AS, is counting on them running out of ammo, ANY CV fighting a Saipan is counting on it to, you guessed it RUN OUT OF AMMO. You've again made a move that screws up carriers even more, and makes it even harder newbies who are going to have to deal with strafing being even more of an issue than it has been ever since, oh INCEPTION.

 

Yes, I'm salty, very, very salty, because I am THAT angry now. There was a point in Alpha/beta that CV's were fine. They weren't stupidly OP, but they weren't weak as hell either and running out of planes 1/4 way through a match bottom tiered. But that changed by release where especially CV's with Biplanes, that should have never had them in the first place, were screwed over by AA, namely at mid tiers by the Cleveland, and higher tier CV's. "CV captains should look forward to 2016 and be pleasantly surprised" - Yeah, you FINALLY get aircraft at least mostly historically accurate to CV's and the time line, though plane balance itself both historically AND balance wise is an issue, that was a minor "Buff". Canceled out by AA changes that patch, by grouped ship AA, by a buff to BB AA, by another buff to USN BB AA, pretty sure there was yet another buff in there to AA and or another nerf to CV's, the release of Saipan, and oh right AN AMMO BUFF THAT MADE THINGS WORSE. And now you want to add an upgrade that adds FIFTY PERCENT, on top of a skill, that is MANDATORY AT TIER SEVEN BECAUSE OF THE SAIPAN, that adds ANOTHER TEN-TWENTY PERCENT. 

 

Lets  throw on were supposedly getting UK CV's and who the hell knows what that'll look and be like now, especially with the debacle that is CV gameplay right now and the dumbest ways of having "National Flavour" that make balance at best a joke for CV's, with a side of adding Graf Zeppelin, which unless you've done a poor job communicating it's a line of German CV's, because they can support them and don't give me anything on aircraft that fit, take ground conversions because THATS 90 PERCENT OF THE UK'S CV AIRCRAFT, and it's what Germany planned to do anyway, I've written up already what you could bloody use on both fronts there, as a premium. And given that the premiums are supposed to be historically accurate, your either inverting the Saipan issue, and making a tier 8 that has no where near enough reserves for the tier, and at it's best gets tier 7 fighters - and thats if you stretch history to use an abandoned project, with tier 5, maybe 6 attack aircraft if you forgo the damned biplane torpedo bomber for Stuka's. But with the secondary firepower of Bismarck, Tier 7 where it'll still be underpowered, just not as horribly so, or tier 6 where you have the right fit for aircraft and number of them, but have to nerf the firepower into the ground. And pray it is sufficent to not be stupidly OP at those tiers and listen to complaints on the fact it has the same secondaries as Bismarck but perform way worse, or is not still somehow underpowered because of trying to nerf it to tier 6. If you put it in a damn tech tree where it belongs, you can use newer aircraft, you can accommodate folding wings (something her historical numbers aren't based on because they didn't intend on using folded wings originally), a deck park, etc to actually balance it at tier 8, and just focus on what really the Germans did  in most CV designs, defense from DD's.

 

I play this game for CV's. My intro to naval stuff was through my love of WW2 aircraft (don't get me started on the now disappointment that is Warplanes that brought me to these games in the first place), and led to carriers and on from there. So to see them so broken, so poorly represented especially when it comes to aircraft and ability, yeah, it's gonna irk me especially cause I like the rest of the game, I like the concept but you keep screwing the class that means the most to me. Both historically and balance wise. Seriously, if you guys can't do anything with them, can't figure them out, or just won't, please, just save us all the trouble, headaches, and heartaches, and just remove them from the game. Seriously, just get rid of them, refund credits, XP and gold, give us the captain slots to house them as they get retrained and be done with them. But stop making things worse, stop showings signs of inaction on the bigger issues with them while showing signs that verge more on incompetence or just not caring at all or even trying.

 

Remove manual drops and strafing, balance out fighters so they are equal and different (it can be done, easily, just playing with speed, damage, hitpoints and ammo), balance out setups/loadouts, figure out a better AA balance so ships have a defense but don't whole sale slaughter attacking aircraft, Nerf torpedo damage (thats right, I said nerf it) and maybe even bomb damage as well, give USN a slightly faster rearm time, remove the fighter lock so they can disengage (which plays into fighter balance and, hey, possibly national flavour because new tactics some are better suited for), theres more I've likely forgot but if anything NERF THE AMOUNT OF AMMO.

 

End of rant here

 

TL;DR - adding more ammo is a terrible idea, it's gonna break things more, and I'm seriously beginning to question the ability of those at Wargaming's balance and programming departments as well as their researchers when it comes to aircraft and CV's.

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And they didn't listen to our complaints about RPF, as well as BFT and BOS being too expensive for 3 points, so I don't think you've done enough for this update.

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