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Erebthoron

PT 6.14 starts tomorrow

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Patchnotes

Test Pan-Asian destroyers, balance changes to U.S. aircraft carriers, upgrade interface improvements, and the new Operation "The Ultimate Frontier" today!

These items are still being tested, so this information is tentative, and subject to change or removal from each round of testing through the release of the next update may be stripped or implemented in a different way by the time the final version of this update goes live. 

Screenshots, specific values, and in-game mechanics listed here will not necessarily be relevant after the release of the next update.

Pan-Asian Destroyers 

Update 0.6.14 brings a new line of Pan-Asian ships, with one tier I cruiser and nine destroyers. The new line also carries a new type of weapon: Deepwater Torpedoes. These explosive fish are hard to spot with a small detection radius and have increased chances of flooding an enemy ship – perfect for facing off against enemy cruisers and battleships. However, this advantage comes at a price—the new torpedoes cannot hit other destroyers.

 

You’ll also be able to deploy a unique "Smoke Generator" consumable with unconventional stats, which should come in handy when facing enemy destroyers. It provides efficient cover with a short cooldown time, extended deployment time, and a shorter smoke duration, perfect for retreating after an unfortunate encounter or when laying down a massive barrage on enemy ships.

 

The 0.6.14 Public Test won’t feature the entire new tech tree, but you’ll be able to complete a dedicated chain of missions to access the tier IX destroyer Chung Mu, equipped with: 

  • 10.5km-range torpedo launchers 
  • Top speed of 66 knots 
  • 5 turrets with 127mm guns to counter destroyers at up to 11km! 
  • Concealment of 5.7km in full stealth build

If you’re not a fan of “smoke-firing” and you prefer to get aggressive, you can mount a Surveillance Radar in place of the Smoke Generator.

 

 

New Operation 

Go boldly and put your skills to the test the new "The Ultimate Frontier" Operation.

As the battlefront closes in, closer, a research project on the Rouen Atoll falls under threat of persistent air strikes. A group of transport aircraft speed to Rouen with a mission to evacuate all personnel and documentation to avoid a catastrophe.

 

Your Mission, Should You Choose to Accept it… 

A two-phase operation in which you escort the transport aircraft to the airfield while destroying enemy ships posing any danger to them. Once that task is complete, you will have to hold the airfield, preventing its destruction, until the evacuation is over.

 

Restrictions:

  • Tier VII ships only

First Phase

Safely escort the transport aircraft to the airfield. 

Second Phase

Provide support for a safe evacuation while defending the airfield.

 

Game Balance Changes

General Changes to Aircraft Carriers

We increased action time for the "Damage Control Party" consumable from 5 to 30 seconds, with the probability of catching fire from HE shells brought in line with that applied to the stock hulls of tier VI carriers for all aircraft carriers in the game.

By introducing this change, we aim to reduce the priority of a distracting hunt for other carriers. In addition, the extended action time of the "Damage Control Party" will allow several squadrons to take off even under a shower of high-explosive shells, though the fire chance when the consumable is on a cooldown increases.

US Aircraft Carriers: Changes to Flight Control

Update 0.6.14 brings balance changes to US carriers – now each ship has only one Flight Control module available.

Each carrier retains their unique six-aircraft squadrons and carries at least one of each of the following strike groups: fighters, dive-bombers and torpedo bombers. With these changes, we want to increase the versatility of U.S. carriers while preserving their specific gameplay features. 

High-tier carriers Lexington, Essex and Midway (tiers VIII-X) will be able to equip their squadrons with AP bombs. Now you’ll be able will be able to try out a type of weapon that was once only available to specific Premium carriers.

 

When the Update releases all researched and purchased modules on your US carriers will be accounted for. We’re guided by the underlying principle that you won’t lose anything, and more details will be available with the release of the full list of changes for the Update.

 

Follow-Up Tweaks to Upgrade Slots

We changed the arrangement of upgrades in the corresponding slots. Now, each slot houses an upgrade more expensive than the one placed in the immediately preceding slot. Slot-based prices will be distributed as follows:

  • Slot 1: 125,000 Credits
  • Slot 2: 250,000 Credits
  • Slot 3: 500,000 Credits
  • Slot 4: 1,000,000 Credits
  • Slot 5: 2,000,000 Credits
  • Slot 6: 3,000,000 Credits

We believe this change will increase the logic of upgrade arrangement while making the ship researching process more consistent. All upgrades already mounted will remain on their relevant ships, only their location slots will change. As with the above carrier modules, some upgrades will be moved, and more details will be available with the release of the full list of changes for the Update.

 

Source

https://worldofwarships.com/en/news/common/pt0614-1/

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4 minutes ago, Erebthoron said:

Go boldly and put your skills to the test the new "The Ultimate Frontier" Operation.

Oh wow so cool thanks Erebthoron:Smile_medal:

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Great, the "Make US CVs gimmick again!" has made it to PT. 

 

Hard. Pass. Can I get my XP/credits refunded for the whole line if this goes through please? 99.9999% of the changes to high tiers are a nerf, and a big one. 

 

"But 2/1/2 Essex!"... But T8 fighters AND TBs.  MASSIVE NERF

"But 2/2/2 Midway!" But T8 TBs. MASSIVE NERF. (IJN fighters will be able to chase down the empty TBs and murder them all.)

 

Wargaming, just leave them alone until you know what you actually want to do with CVs. We can do without the AP bomb and massively undertiered fighter/TB gimmick. I can tell you right now, I'm leaving AP bombs in port because you did them wrong. You should be able to switch in battle, not be forced to use a different module and then get stuck with weapons that are useless against over half the ships in the game if MM deals you a bad hand. 

 

This "rebalance" is being done because USN CVs were over-specialized... So what are they going to do? Make the problem worse! You get only one loadout! Yay! And your planes are two tiers lower than they should be! Yay! And you get a new weapon that's ONLY useful against BBs, that can't be switched outside of port! Yay! 

 

IJN CVs will continue to be straight up better. This will make the problem worse. At least now there are strengths and weaknesses on each side

 

Oh, also, by removing AS loadouts, you exclude USN CVs from competitive play completely. Good job. 10/10.

Edited by Show_Me_Your_Cits

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9 minutes ago, Show_Me_Your_Cits said:

Wargaming, just leave them alone until you know what you actually want to do with CVs. We can do without the AP bomb and massively undertiered fighter/TB gimmick. I can tell you right now, I'm leaving AP bombs in port because you did them wrong. You should be able to switch in battle, not be forced to use a different module and then get stuck with weapons that are useless against over half the ships in the game if MM deals you a bad hand. 

Agreed here.  No reason that the bombs shouldn't be a flexible choice when reloading a squadron.

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Agree with being able to change bomb types. Ships can change shell types between salvos. Carrier squadrons changed between torpedoes and bombs.

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The sooner they can get out those USN CV changes, the better, as they can then refine and add back an alternate loadout if necessary based on greater general gameplay, or wait until doing a greater refined balance pass with their eventualTM CV overhaul. I'm of the opinion that the AP DBs will be a sufficiently painful experience (good for the USN CVs as it'd be their main damage dealer), especially the heavier AP bombs, vs most all cruisers and most BBs.

 

It's nice they're also reorganizing the Modules. Sure it's a minor QoL thing, but it's nice for new players.

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I'm hoping they mean the Chung Mu's -torpedoes- have a top speed of 66 knots, or that it's a typo. If we get a Destroyer that moves faster than torpedoes, I'm going to wonder just how much the Chinese donated to WG.

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Great just what I wanted, no reason to run my German BB's.

 

After watching a wave of stukas ERASE a full HP Ginny with AP bombs, I'm gonna mainline cruisers for awhile. 

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Harder hitting and harder to detect torps, CAs are going to be switching over to Hydro in mass.  Hope you BBs aren't going to be expecting a lot of DF cover from USN AP bombs...

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Looking forward to the new Operation. Can't wait to use some of the T7's like Belfast, KGV, and Myoko.

Not looking forward to the USN CV nerf. I mean it will be nice for *some* but the loss of AS and the ruination of the Essex and Midway is a huge waste. I can *sort* of understand forcing T8 TB's on the Essex, the IJN has a few spots where like a T5 TB is on a T7 Ship, but the MSP of the USN CV's is fighter Superiority, and nerfing down the planes is just an insult when on top of *EVERYTHING* they are losing AS loadout. So wth is an Essex in 2/1/2 with T8 fighters supposed to do against a Taiho with two T9 fighters? I mean the IJN already dominate at all tiers *anyway* why the hell would you somehow make it easier for them?

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13 minutes ago, Deus_Drone said:

Oh Joy, upgrades will cost more now. 

No they won’t. All they’re doing is rearranging them by price from lowest first to highest last.

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Just now, renegadestatuz said:

No they won’t. All they’re doing is rearranging them by price from lowest first to highest last.

Im being blond then, which modules were 3 mil though? 

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1 hour ago, YamatoA150 said:

The sooner they can get out those USN CV changes, the better, as they can then refine and add back an alternate loadout if necessary based on greater general gameplay, or wait until doing a greater refined balance pass with their eventualTM CV overhaul. I'm of the opinion that the AP DBs will be a sufficiently painful experience (good for the USN CVs as it'd be their main damage dealer), especially the heavier AP bombs, vs most all cruisers and most BBs.

 

It's nice they're also reorganizing the Modules. Sure it's a minor QoL thing, but it's nice for new players.

The AP bombs are useless against everything but Moskva and Des Moines cruiser wise. Everything else is just overpen city. 

 

I've even taken the AP bombs off of Enterprise. Sure, I can't delete Germans or Fuso, but I have a much more consistent weapon that I can actually use against things that aren't BBs. 

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13 minutes ago, Deus_Drone said:

Im being blond then, which modules were 3 mil though? 

T9 upgrade slot. 

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23 minutes ago, Deus_Drone said:

Im being blond then, which modules were 3 mil though? 

Tier 9/10 module slot. Stuff like Main Battery Reload, Torpedo Reload, Range, and AA dps (and unique USN accuracy mod for BB's)

Edited by _Fantomex_

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So why not just take dogfighting expert for the USN? Doesn't it make your fighters at least stronger when they are uptiered at least for the Essex? RIP tbs

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4 hours ago, Jakob_Knight said:

I'm hoping they mean the Chung Mu's -torpedoes- have a top speed of 66 knots, or that it's a typo. If we get a Destroyer that moves faster than torpedoes, I'm going to wonder just how much the Chinese donated to WG.

I am hoping the same thing.  I had to go and google the world record top speed for a destroyer (45.25kts BTW) when I first saw that, assuming at the time they meant the ship.  My brain is a little more settled since you pointed this out.

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