NikoPower

Update 0.6.1 - Update Notes and Downtime w/ 0.6.1.1 Update Info

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Captains! It's that time again! Update 0.6.1 is here! Check it out below. Feedback sections will be opened up tomorrow.

 

Downtime Starts: February 8th 02:00 Pacific Time

Downtime Ends: February 8th 04:00 Pacific Time

 

 

New Upgrades

We're launching a new system of special upgrades available after earning various achievements and completing various activities. As of this update, they can be found in Supercontainers or earned for reaching high ranks in Ranked Battles Season 6. You can install them on specific ship classes or specific nations, while some are available only for a single ship.

New upgrades are not available for Arpeggio or Dragon ships.

Upgrade Slot Action Availability Recommended Uses

Engine Boost 1

59f0cc1c-ea3b-11e6-85b9-d89d6715223c.png

Tier VI-VIII: Slot 3
Tier IX-X: Slot 4
Increases the consumable’s operation time by 50% Tier VI-X Destroyers with "Engine Boost"

Destroyers actively using the Engine Boost consumable (Speedy Soviet destroyers, Japanese destroyers leaving in a hurry when spotted) 

To mount this upgrade, you must discard another. Choose either: 

- Engine protection (Propulsion Modification 1)
- Steering protection (Steering Gears Modification 1) 

Smoke Generator 1

59f43820-ea3b-11e6-959a-d89d6715223c.png

2 Increases the consumable’s operation time by 30%; reduces the lifetime of smokes by 12% Destroyers and cruisers with smoke, tiers VI-X

 

Destroyers or cruisers with smoke:

- Perth, which generates short-duration smoke for a long time
- UK cruisers can expand their smoke screen area maneuver more in their own smoke
- US destroyers working as a team and "sharing" smoke screens, due to the long active smoke screen time

 

To mount this upgrade, you must discard another. Choose either: 

- Upgrades for main guns (Main Battery Modification 2)
- AA defenses (AA Guns Modification 2)
- Secondaries (Secondary Battery Modification 2)
- Main gun dispersion/aiming speed for torpedo tubes (Aiming Systems Modification 1)

Spotting Aircraft 1

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2 Increases the consumable’s operation time by 30% Battleships and cruisers with spotting aircraft tiers VI-X

 

 

Battleships or cruisers accurate at long range:

-Japanese battleships with low dispersion at range get another 30 seconds to fire at their maximum range.
- Tier VI-VII cruisers, especially Japanese cruisers, which get extra time
- Other ships, dependent on your play style

 

To mount this upgrade, you must discard another. Choose either:

- Upgrades for main guns (Main Battery Modification 2)
- AA defenses (AA Guns Modification 2)
- Secondaries (Secondary Battery Modification 2)
- Main gun dispersion/aiming speed for torpedo tubes (Aiming Systems Modification 1)

Damage Control Party 1

59f0bb28-ea3b-11e6-a1da-d89d6715223c.png

Tier VI-VIII: Slot 4
Tier IX-X: Slot 5
Increases the consumable’s operation time by 40% All ships tiers VI-X

 

 

Battleships:

- US battleships gain an eight-second bonus for Damage Control Party, meaning extra safe time from fire and flooding
- German battleships

 

To mount this upgrade, you must discard another. Choose either:

- Damage Control System Modification 2 upgrade
- Maneuverability upgrades (Propulsion Modification 2 and Steering Gears Modification 2)

Defensive AA Fire 1

59ebd1ee-ea3b-11e6-88b4-d89d6715223c.png

2 Increases the consumable’s operation time by 20% All ships with "Defensive AA Fire" tiers VIII-X

 

 

Destroyers

- US destroyers which gain an eight-second bonus on Defensive AA Fire
You'll need to choose between the duration of defensive AA fire and AA engagement area radius to use this upgrade,
otherwise it's at your discretion

 

To mount this upgrade, you must discard another. Choose either:

- Upgrades for main guns (Main Battery Modification 2)
- AA defenses (AA Guns Modification 2)
- Secondaries (Secondary Battery Modification 2)
- Main gun dispersion/aiming speed for torpedo tubes (Aiming Systems Modification 1)

Hydroacoustic Search 1

59f27d8c-ea3b-11e6-a4fa-d89d6715223c.png

2 Increases the consumable’s operation time by 20% Destroyers and Cruisers with "Hydroacoustic Search" tiers VI-X

 

 

Do you like aggressive fights at close range? This upgrade is for you!

- Ideal for German cruisers with a good AA engagement area radius and a long-range Hydroacoustic Search consumable

To mount this upgrade, you must discard another in the second upgrade slot

Surveillance Radar 1 Modernization

59f3f20c-ea3b-11e6-9c7b-d89d6715223c.png

6 Increases the consumable’s operation time by 40% Cruisers with "Surveillance Radar" tiers IX-X

 

 

Great for cruisers, particularly:
- Moskva, Baltimore, Des Moines

To mount this upgrade, you must discard another. Choose either:

- Concealment (Concealment System Modification 1)
- Steering (Steering Gears Modification 3)

 

 

Inventory

 

Update 0.6.1 has an inventory tool to view all the assets you earned, obtained from Containers, or otherwise gained from battle -- some can even be sold! Available from account level 12, this tool is accessed from the account menu (the same place as Clans -- the upper left corner, where your nickname is).

878225f2-e2e0-11e6-a1e2-d89d6715223c.jpg

Can Sell Cannot Sell
Modules (for example, stock modules demounted from ships available in the Port) Permanent camouflage
Upgrades Flags
Special upgrades --
Consumables (enhanced ones) --
Normal camouflage --
Signals --


 

Starting from account level 12. you'll have a new option when selling ships: sell it in its current state or sell it with only "stock" modules mounted.

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The Service Record level at which the "Inventory" feature is unlocked is integrated into the existing Service Record structure. Because of this, the Service Record progress scale changed:
  • If you've earned 32,000 account XP to less than 37,000 account XP, Service Record Level 10 and the "Camouflage" feature unlock
  • If you've earned 37,000 account XP to less than 42,000 account XP, Service Record status will remain unchanged at Level 10
  • If you've earned 42,000 account XP to less than 52,000 account XP, Service Record Level 11 and the "Combat Missions and Challenges" feature unlocks
  • If you've earned 52,000 account XP to less than 82,000 account XP, Service Record Level 12 and the "Inventory" feature unlocks
  • If you've earned 82,000 account XP to less than 122,000 account XP, Service Record Level 13 and the "Inventory" feature unlocks

Service Record Level 14 and the "Inventory" feature will be unlocked for players who have earned 122,000 or more account XP. Also, they'll receive the reward for reaching Level 12.

 

Ranked Battles

 They're coming back! The sixth Ranked Season starts shortly after Update 0.6.1, so get your favorite tier VII ships prepared and don't forget about new arrivals! Test your battle tactics on proven maps from prior seasons and in "Epicenter" mode on "Warrior's Path." You can now fight in Premiere League on "Big Race," "New Dawn" and "Fault Line" as well! There's a handsome reward for getting the ranks, and champions will get a special prize for achieving Rank 1 five times not counting the first season: the tier IX destroyer USS Black. Details are coming soon, so stay tuned!

 

Economics

 

  • We've ended the special discount Co-Op Battle service cost, instead reducing Co-Op battle service cost by 25%
  • We increased the XP and Credit rewards for capturing sectors in "Epicenter" though the rest of the rewards were not decreased
  • We expect the average XP per battle earned in "Epicenter" will increase by 8%, while average amount of Credits earned each "Epicenter" battle will also increase by 3%
  • We increased the reward for spotting enemy ship torpedoes, (There's no reward for spotting enemy aircraft torpedoes) and we expect the average XP per battle across all game modes players will increase by 1.6% XP, while the average amount of Credits earned each battle will also increase by 1.5%

 

Now that you can sell Signal Flags using the Inventory feature, it's important to note that they will be sold for 50% of the stated price in Credits, using the exchange rate effective at the moment of selling.

 

If you ever sell an item when it is discounted as part of an event, you'll get its discounted price in Credits.

  • "Zulu" (20% to credits earned in the battle): 12,000 Credits
  • "Papa Papa" (+300% to Free XP earned in the battle): 12,000 Credits
  • "Equal Speed Charlie London" (+50% to XP earned in the battle): 24,000 Credits
  • "India Bravo Terrathree (-10% to the cost of the ship's post-battle service): 6,000 Credits
  • "Zulu Hotel" (+50% to Commander XP earned in the battle): 9,000 Credits
  • "India Delta" (+20% to the amount of HP recovered when the Repair Party consumable is used): 15,000 Credits
  • "India Yankee" (-20% to time of fire extinguishing): 12,000 Credits
  • "Juliet Yankee Bissotwo" (-20% to flooding recovery time): 3,000 Credits
  • "Juliet Charlie" (-100% to risk of magazine detonation): 12,000 Credits
  • "November Foxtrot" (-5% to reload time of consumables): 12,000 Credits
  • "Hotel Yankee" (+50% to damage caused when ramming the enemy; -20% to damage received when ramming the enemy): 1,500 Credits
  • "Sierra Mike" (+5% to the ship's maximum speed): 15,000 Credits
  • "November Echo Setteseven" (+10% to average damage per second of AA mounts; +10% to average damage per second of self-defense armament for aircraft with rear gunners): 12,000 Credits
  • "Victor Lima" (+1% to chance of causing fire for bombs and shells with a caliber above 160mm; +0.5% to chance of causing fire for bombs and shells with a caliber up to and including 160mm; +4% to chance of causing flooding): 24,000 Credits
  • "India X-Ray" (+1% to chance of causing fire for bombs and shells with a caliber above 160mm; +0.5% to chance of causing fire for bombs and shells with a caliber up to and including 160mm; +5% to the risk of your ship's magazine detonation): 18,000 Credits
  • "Juliet Whiskey Unaone" (+15% to chance of causing flooding; +5% to the risk of your ship's magazine detonation): 9,000 Credits
  • "Mike Yankee Soxisix" (+5% to secondary battery maximum firing range;-5% to maximum dispersion of secondary battery shells; -5% to secondary battery loading time): 6,000 Credits
  • "Dragon" (+333% to Commander XP earned in the battle): 75,000 Credits
 
In addition, the prices for Type 1 and Type 2 camouflage reduced:
  • Type 1 (-3% to detectability range by sea): price reduced from 8,000 to 7,500 Credits
  • Type 2 (+4% to maximum dispersion of shells fired by the enemy attacking your ship): price reduced from 12,000 to 7,500 Credits
  • The price for Type 5, and all unique camouflages with the same bonuses (-3% to detectability range by sea; +4% to maximum dispersion of shells fired by the enemy attacking your ship): remained the same: 22,500 Credits
 
You can sell camouflage with the bonuses specified below the same way as Signal Flags:
  • (+200% to Free XP earned in the battle): 7,500 Credits
  • (-3% to detectability range by sea; +4% to maximum dispersion of shells fired by the enemy attacking your ship; +100% to XP earned in the battle): 75,000 Credits
  • (-3% to detectability range by sea; +4% to maximum dispersion of shells fired by the enemy attacking your ship; +250% to Commander XP earned in the battle): 75,000 Credits
  • (-3% to detectability range by sea; +4% to maximum dispersion of shells fired by the enemy attacking your ship; +100% to XP earned in the battle; +20% to credits earned in the battle): 90,000 Credits
  • (-3% to detectability range by sea; +4% to maximum dispersion of shells fired by the enemy attacking your ship; +50% to XP earned in the battle; +50% to credits earned in the battle): 105,000 Credits
  • (-3% to detectability range by sea; +4% to maximum dispersion of shells fired by the enemy attacking your ship; +333% to Commander XP earned in the battle; +20% to credits earned in the battle): 112,500 Credits

 

Container Changes

 

We've changed the range of items to get via Containers!

Look for more ships earnable in Supercontainers:

  • Belfast, Dunkerque, Prinz Eugen, Krasny Krym; Leningrad, Perth
Other Changes
  • Removed crate with 250 Signal Flags from Supercontainer rewards in exchange for the chance to get one of the new special upgrades instead
  • Increased Supercontainer chance by 1.5x for: "More Credits," "More Signals and Camouflages," "More Consumables" and "Try Your Luck" selectable Containers
  • The chance of getting a Supercontainer when the "Try Your Luck" Container type is selected still remains higher (to the same degree as before), compared to this chance for other Container types
You asked for it, so we listened and changed the contents of crates inside standard Containers so they suit the corresponding Container type:

 

For the "More Credits" Container: 

  •  Higher chance to get two crates with 50,000 Credits in each crate, and a lower chance of getting camouflage, consumables, Signal Flags, places in the Reserve, and Port slots

 

For the "More Signals and Camouflages" Container:

  • Higher chance to get three crates with four Signal Flags in each crate (with different ones in each crate), or two crates with four Signal Flags in each crate plus one crate with five uses of Type 1/2 camouflage or one crate with two Type 5 camouflage
  • Lower chance to get Free XP and places in the Reserve
  • No chance to get Credits or consumables when this Container type is selected

 

For the "More Consumables" Container:

  • Each Container now includes 2 crates with 3 consumables in each crate (with different consumables in each crate). Items inside the third crate will still vary between Credits, Free XP, signals, camouflage, places in the Reserve, and Port slots.

 

For the "Try Your Luck" Container:

  • Each Container now includes either a crate with four Signal Flags of the same type

 

Or:

  • Two sets of rare camouflage
  • Free XP
  • Credits
  • A Port slot

 

Balance Corrections

 

Improved some performance characteristics for a number of ships:

 

Increased traverse speed of main turrets on:

  • Ibuki: Main turret traverse speed increased from 5 degrees per second to 6 deg.
  • T-22: Main turret traverse speed increased from 10.0 degrees per second to 10.5 deg.

 

Improved survivability of:

  • Pensacola: Detectability range by sea reduced from 15.66km to 12.78km
  • Marblehead and Marblehead Lima: Rudder shift time reduced from 7.8s to 5.7s

 

Main battery loading time reduced on:

  • Erie: From 7s to 6s
  • New Orleans: Top guns from 14s to 12s
  • Baltimore: Top guns from 13s to 10 seconds
  • Des Moines: From 6s to 5.5s

 

Flooding duration was reduced by 25% -- from 120s to 90s -- and the maximum amount of HP that can be lost during flooding was modified. It will decrease for low and mid-tier ships, and increase for high tier ships, by making the parameter of "damage per second for flooding" parameter unified across all tiers at 0.067% HP per second. this means that, when flooding, any ship loses HP that rate during 90 seconds unless they use the "Repair Party". This should raise the importance of torpedoes in fights with heavy high tier ships, positively impacting the battle performance of Japanese destroyers, which rely on torpedoes with the highest chance to cause flooding.

 

Changes to the maximum HP lost due to flooding:

Ship Tier Changes
I -25%
II -25%
III -25%
IV -14.3%
V -10.4%
VI -6.3%
VII -1.6%
IX +9.1%
X +15.4%
 
Penalties applied to ship speed during flooding were corrected so the penalty value is the same for ships of the same type:
  • The penalty to forward and reverse speed was reduced from 35% to 20% for König Albert, Kaiser, König, and Großer Kurfürst and all US battleships except Arkansas Beta
  • The penalty to the forward speed was reduced from 20% to 15% and increased on reverse speed from 15% to 26% for T-22, Ernst Gaede, Z-46, Ognevoi, Kiev, Leningrad, Udaloi and Khabarovsk
  • The penalty to forward speed was reduced from 20% to 15% for Storozhevoi, Derzki, Izyaslav, Błyskawica, Smith ,andTashkent.

 

Audio

 

  • You can now replace sounds for main guns, secondary guns, and torpedoes with custom "user" sounds in MP3 format
  • For a collection of custom sounds like key firing or torpedo launch sounds available in-game last year, please check our forum.

 

Two changes implemented in previous updates:

  • The "Pirate" voiceover is now selected from the "Voiceover modification" list in the "Audio" tab, labeled "English (Pirate)"
  • Voiceovers for Arpeggio ships are now accessible to all players (including players who do not have any Arpeggio ships) in the "Voiceover modification" list in the "Audio" tab

 

Interactive music system with new transition states: The score now reacts to changes in combat. The old music score for the timer was replaced with quiet ambient music, which immediately begins playing. When there are enemies in a radius of 17km, and when the player is detected by an enemy, the music switches to the new “detection” state, and when the distance to the enemy decreases, it grows more intense. When engaged, the music switches to the “battle” state, and when there are no enemies in sight, the music returns to quiet ambiance.

 

Maps and Locations

 

 

Changed settings for maps "Ocean" and "Shards":

  • "Ocean" now available only to tier X battles and probability of seeing it has been lowered by 2x
  • "Shards" now available for tier VII-IX battles and probability of seeing it has been lowered by 2x

 

The look of "Ice Islands" and "Northern Lights" was significantly changed.

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Some slight revisions and small fixes that do not affect gameplay implemented on the following maps and locations:

  • "Strait"
  • "The Atlantic"
  • "North"
  • "Hot Spot"
  • "Fault Line"
  • "Trap"
  • "Two Brothers"
  • "Shards"
  • "Islands"
  • "Loop"
  • "The Philippines" Port
  • "New York" Port
  • "London" Port
  • "St. Petersburg" Port

 

Bastion

 We've disabled the Bastion game mode to completely overhaul it in response to statistics and your helpful feedback. Our goal is to make it easier to understand, more fun to play, and more distinct from other modes.

 

Interface

 

  • Implemented an option to switch to "Tactical Map" view by pressing "M" (default binding) when the player is in the Spectator Mode camera after their ship is destroyed
  • During the login (authorization) process, the in-game browser will now display the "authorization" status
  • Improved notifications about new features and content in the game client -- see the red circle on elements like tabs with new information -- now, the "expanding circle" animation will be displayed on these notifications from time to time to attract your attention, though it has no impact on notifications you've already checked
  • Fixed text for a popup hint displayed when the cursor is placed on ship type selection checkboxes in the ship carousel filter -- now the name of the corresponding type will be displayed instead of text that says "Show ships of this type"
  • Changed backgrounds of the matchmaker/summary screens for Co-Op and Random battles
  • Fixed showing of exact number of earned achievements in the form of xN multiplier, where N is the number of achievements earned -- previously, it was not shown when you earned several achievements of the same type during a battle
  • Fixed overlap of loading indicators for torpedo tubes and main guns
  • Fixed the bug where the for forced reloading of torpedo tubes (default "F") was shown for a destroyed torpedo tube
  • Aircraft Carriers: approach point will not be displayed after the air squadron passes this point and starts the actual attack run
  • Expressed ship tiers using Roman numerals instead of Arabic numerals in the mission-limiting criteria displayed to show what specific type or tier of ships a player should use

 

With the introduction of new upgrades, we modified the display order for upgrade slots 2 and 3 -- New upgrades always display below the "normal" upgrades.

  • Upgrade Slot 2: "Aiming Systems Modification 1" upgrade was moved to become the last of "normal" upgrades
  • Upgrade Slot 3: "Gun Fire Control System Modification 2" upgrade was moved from the first to the third position in the list (second position for tier IX-X battleships)
  • "Main Battery Modification 3" upgrade was moved to the first position

 

Optimization

 Optimized popup hints shown when the cursor is on a ship in the carousel -- most noticeable if you have a low-performance computer or chose to display several rows of ships in the carousel.

 

Ship Exterior Changes

 

We made corrections to the appearance of several tier V-VI ships using a special technology for improved rendering of thin elements (mostly the ship's rigging; without affecting game performance,) on the following ships:

  • Perth
  • Molotov
  • Dunkerque
  • Arizona
  • Anshan
  • Texas
  • Kamikaze and Kamikaze R
  • Fujin
  • Marblehead and Marblehead Lima
  • Murmansk
  • Gremyashchy

 

Fixes and Improvements

 

  • Now, unless you have more than 12 "clouds" of smoke when the "Smoke Generator" consumable deactivates (runs out of time) you'll always get one more cloud of smoke -- this is great for British cruisers, which have a short "Smoke Generator" duration
  • Gnevny: Improved superstructure model by adding previously missing 10mm horizontal armor plate below range finder station
  • Dunkerque: Fixed armor layout of secondary turret barbettes and added a 120mm horizontal plate between the turret and its barbette for all three quad turrets housing 130mm secondary guns, fixed flickering of middle secondary turret when in the "Armor Layout" viewer
  • Commander Skill "Adrenaline Rush" now works for the secondary battery

 

"Honorable Service" Campaign
- Task description amended for
fourth task of the third mission and fourth task of the fifth mission: You should be the first to spot the enemy target
- Task description amended for 12th task of the ninth mission: Task can be completed only with aircraft carriers

  • Now the ships and their accompanying effects like markers and shadows will "fade in" and "fade out" smoothly rather than appearing or disappearing instantly
  • Replaced icon for "Propulsion Modification 2" upgrade
  • Fixed where some ships received overpenetrating hits without taking any damage
  • Fixed occasional issue with being unable to re-enter the battle after the game crashed
  • Fixed error where victory music was played in Port after a battle that ended in defeat
  • Updated text of popup hints in post-battle statistics screen
  • Fixed issue when purchasing a ship without a Commander after selecting the "Assign Commander" option and opening the Commander screen before clicking "Purchase Ship" in the carousel -- it was impossible to proceed along the tech tree to purchase a ship unavailable in Port
  • Fixed incorrect display of shell flight time if firing range upgrade was mounted and spotting aircraft was activated
  • "Evasive Maneuver" Skill now works according to its description

 

New Content

 

  • Commemorative flag granted for achieving Rank 15 in the Sixth Season of Ranked Battles: "Flag of a Naval Fortress Commandant"
  • Event flag: "The Award of Merit"

Valentine's 2017:

"Valentine's 2017" Commemorative Flag

"Valentine's 2017" Temporary Camouflage

24f8cf34-e97b-11e6-a418-d89d6715223c_120

  • Costs 60 Doubloons
  • +100% to XP earned in the battle
  • +100% to Commander XP earned in the battle
  • Standard battle performance bonuses to detectability range by sea and to the maximum dispersion of shells fired by an enemy attacking your ship

 

New Ships for Testing

 

Added researchable Soviet destroyers; Okhotnik (Premium Soviet destroyer); and USS Black (Premium US destroyer).

Ship Tier Original "Old" Name Original Tier
Podvoisky V - -
Gordy VI Gnevny V
Minsk VII - -
Opasny VIII Ognevoi VI
Ashkhabad IX Tashkent VIII
Osmotritelny IX  Udaloi IX
Yerevan VIII Kiev VII
Nakhodka X Khabarovsk X
Grozovoi X - -

The "new" names of original ships are listed to avoid confusion when testing with the old "original" ones. We plan to keep the old names of original ships when the update releases.

The branch of Soviet destroyers will be subdivided after the release of the new Soviet destroyers.

The ships tested are not available for purchase or research in game, but you may see them in battle.

 

 

***UPDATE***

A small hotfix is scheduled for release and server downtime on from February 9, 02:00 PT / 05:00 ET to  03:00 PT / 06:00 ET.

 

This is to address two issues reported by players. 

1: Some players are unable to see the inventory screen upon loading up.  This was an error on my part but there is information about this.

2: Some players who still have Santa Containers in their port have received errors when trying to open them. This causes the client to freeze. If you experience this before the hotfix. Close out the client and re-enter it. Prior to the fix, when you load back in, you will have received the items but you won't get a notification as to what they were. 

 

***UPDATE #2 - 0.6.1.1 Update Notes and Downtime****

Downtime Starts Feb 15th 02:00 Pacific and ends Feb 15th 03:30 Pacific. 

Release Notes 0.6.1.1

  • Added holiday decorations to "St. Petersburg" Port, which will be set as the default Port with the update
  • Removed Valentine's Day camo from in-game sale
  • Non-purchased Premium ships will now display with their permanent camo
  • Fixed occasional appearance of aircraft carriers in enemy territory during Ranked Battles on the "Fault Line" map
  • Fixed player names in Clans being colored gray in battle chat

 

 

 

 


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How do you like the new format? Would you rather that massive notes live in spoilers like this?


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Definitely the new way over the wall of text, anyday.


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How do you like the new format? Would you rather that massive notes live in spoilers like this?

 

Like the spoilers. I lose interest in one huge wall of text

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The icon for the spotting aircraft is the defensive AA icon. Also, I love the new format

Edited by pewpewpew42

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The new setup messed with the formatting a bit. This will be fixed shortly.

 


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How do you like the new format? Would you rather that massive notes live in spoilers like this?

 

this way is FAR better

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I think it is more convenient as a form of index.

 

I was OK the old way though, I have no attention span problems.


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Agree that the new spoiler'd format is an improvement over the previous walls of text.

 

Also, that's somewhat of an...odd Dasha expression in the video thumbnail. :teethhappy:


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  We've disabled the Bastion game mode

 

And there was much rejoicing

Edited by h_balck

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Finally I can sell all those India X-Ray flags and spend the mountain of silver of signals I really need. 

Not to excited to be getting Ship Modules in containers or as prizes for ranked. But if I can sell them than its ok, just means I can by more signals.


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I noticed that the table of new ships for testing does not agree with the older announcement about the Russian DD Tech Tree.  In particular, the old announcement had Kiev at Tier IX and the new one has it at Tier VIII.  Also the old one had Ognevoi at Tier VIII and the new one has it at Tier VII.  Can you clarify if they have changed the plans for the new DD Tech Tree?  Thanks!


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Well, can't say I'm not happy about the container rework.  I'm a bit worried about what these new upgrades might mean for the game though; we're drifting towards a system that heavily favors long-term involvement with this.  The captain skill rework made top-level skills more accessible: IMO that's what will keep people drawn to the game.  If something seems unattainable but gives a tangible advantage people are more likely to just give up and walk away.

 

Also, hell yes to AR affecting secondaries.  Now to get BFT free of charge every time I lose about half HP.

 

Oh, before I forget...yes, Niko, it looks much better this way.:)

Edited by TenguBlade

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I like the new format.  Spoiler boxes make things far more managable.

 

Not too pleased with the nerfs to the flags and super containers, but otherwise, im not seeing anything but goodness.  Giving up 250 flags for special modules i wont use isnt a good thing.  Maybe drop it to 50-75 flags if you feel players are getting too many?  Also, going from 5 flags to 4 seems heavy when combined with the super container nerf.

 

PS: Mutsu, naow.  please?  with sugar on top?

Edited by Hatework

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Balance Corrections

This means that, when flooding, any ship loses HP that rate during 90 seconds unless they use the "Repair Party".

Are you sure it's "Repair Party" and not "Damage Control Party"? :P


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Marblehead and Marblehead Lima: Rudder shift time reduced from 7.8s to 5.7s

The Marblehead needs increased torpedo damage and a increase in gun range and this is all you do for the ship? (sighs) Well, she's going to continue collecting rust in port.

 

 

I'm glad to see that the Pensacola's detectability range has finally been reduced. That's been badly needed for a long, long time.


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T-22: Main turret traverse speed increased from 10.0 degrees per second to 10.5 deg.

 

What's the point of this change? Having marginally faster traverse on weak and ineffective guns is not going to magically make them better. The problem with the guns is not that they don't turn fast enough it's that they shoot water balloons.

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Looking forward to getting home from work and updating!

 

Can anyone confirm that my shiny new inventory have all the modules I've unlocked for ships prior to this update? Or will I only start accruing modules in there from now? (basically: will I have a bunch of modules to sell when I login to fund my Bismark? :P )


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That's quite a buff for the MARBLEHEAD, still don't know why I got the ship for free, but it has no use for me.


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Flooding duration was reduced by 25% -- from 120s to 90s

 

Thank you, those floods were really annoying when you were forced to use a damage control consumable from earlier because of some HE spam or engine damage.


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US. heavy cruisers get a buff. I suppose it's good for the game, but not realistic. They did not do well against Japanese CAs in real life. WG overlooked the real advantages of US cruisers, radar better than anyone elses, and better damage control. They mostly suffered by getting torpedoed, when they didn't have torpedoes themselves. The confused night battles in Ironbottom Sound took a heavy toll on US cruisers, although the North Carolina-class BBs proved to be much better than the two Kongo-class BBs the Japanese lost there.


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Question for Niko:

 

Why were the 250 signal packs removed from the supercontainers? I was quite a fan of those. Instead we get upgrades with questionable benefit. I'd rather have the signals.

Edited by SergeantHop

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Question for Niko:

 

Why were the 250 signal packs removed from the supercontainers? I was quite a fan of those. Instead we get upgrades with questionable benefit. I'd rather have the signals.

 

Probably because people dont want 250 reduced dmg when ramming flags. 

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