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PSA CV rework, PA New Year and Update 8.0 thread central

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I can't get rid of the strike though. Toggling the Strike through above doesn't remove it. I rewrote it and the strike through came back. There is the new Dev Corner section to take over from the PSAs. So unless a mod can help me fix this post, I will link to other posts.

 

Hotfix update on Thu, Feb 7th from 5am-6am EST (2am-3am PST). See article for details. https://worldofwarships.com/en/news/development/update0801/

 

The CV rework is a work in progress. Things are changing as WG gets more data on the Play Test Server. The PTS can only rough in balance changes as it only has a few thousand players on it at any time. The live servers have tens of thousand of people on at a time, so it appears fine balancing will happen there. This should not be a surprise as WG periodically buffs/nerfs under/over performing ships just about every patch. So things with the CV rework WILL change. So far everything is Dev blog and PTS info, so everything is written in pencil, not ink. Nothing is carved into stone.

 

Cmdr respecs, retraining and upgrade demounts have been extended to early morning Mon, Feb 11th. https://worldofwarships.com/en/news/development/update0801/

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First let us get the Pan-Asian New Year stuff and others out of the way.

In the spoiler are the Dev Blog entries for the PA New Year event. These may change and I will update with a dedicated article and/or patch notes when they come out. There will be PA Unique Cmdrs, a PA port and PA boxes along with some alternate camos.

Spoiler

Unique commanders Pan-Asia

Pan-Asia unique commanders Dà Róng and Quán Róng have been added to the game. They will each have the following improved skills:

Demolition Expert
The chance of fire on a target +3% (instead of 2%) Edit: Includes aircraft, but there are no plans for a PA CV ship. Aircraft we just added to the effects of the DE skill.

Survivability Expert
+400 HP for each ship tier (instead of +350) Edit: Includes aircraft. Normal is +15HP/tier to aircraft and Survivability Expert is +20HP/tier. There are no plans for a PA CV ship. Aircraft we just added to the effects of the SE skill.

 

Da Rong will be available after completing a mission chain.

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Quan Rong, is included in the 3rd 8,888 bundle in the Arsenal.

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«Lunar New Year 2019».

There will be missions, the F!S!W! campaign and maybe other Lunar New Year events. 


- commemorative flag;

- special containers;
 

- special camouflages for Anshan, LoYang, Huanghe, Irian, with bonuses that are standard for these warships;
 

- special Lunar New Year camouflage has been added:

-3% detectability range by sea
-4% dispersion of shells fired by the enemy attacking your ship
+100% XP per battle
+50% Free XP
+75% Commander XP

 

 

There are two types of crate, the first is the reward crate in game and the Dragon Headed crate is in the shop for doubloons. The premium Lunar crates gave out doubloons for duplicate ships and perma-camo, the reward crates *may* do the same.

 

Reward crate contents

A very small chance to get once of these ships: T6 DD Anshan, T6 CL Huanghe, T8 DD Loyang or T8 CL Irian OR

One of the special alternate perma-camos for Anshan, Huanghe, Loyang or Irian (same bonuses as the normal perma-camo for that ship) OR

1 Spring Sky, Asian Lantern or Mosaic one-use camo OR

2 Type 59 one-use camos OR

3 Lunar New Year one-use camos OR

250 doubloons OR

1 day Warships (WoWs) premium time OR

5,000 Free XP

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Premium crate contents in Arsenal for doubloons

A small chance to get once of these ships: T6 DD Anshan, T6 CL Huanghe, T8 DD Loyang or T8 CL Irian OR

One of the special alternate perma-camos for Anshan, Huanghe, Loyang or Irian (same bonuses as the normal perma-camo for that ship) OR

3 Spring Sky, Asian Lantern or Mosaic one-use camo OR

6 Type 59 one-use camos OR

12 Lunar New Year one-use camos OR

750 doubloons OR

8 days Warships (WoWs) premium time OR

20,000 Free XP

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Alternate perma-camos

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The Irian camo for the T8 premium cruiser that is in development means it comes with 8.0. You can get Irian in reward or premium containers in the Arsenal. If you purchase all three 8,888 bundles you are guaranteed to get Irian. If you get a duplicate Irian alternate perma-camo, you get 5,000 doubloons. If you get a duplicate Irian ship, you get 11,500 doubloons and a PA 10pt Cmdr (no special abilities).

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This Dev blog info below will be replaced with Little White Mouse's review of the Irian when it comes out.

Wiki article on Irian - http://wiki.wargaming.net/en/Ship:Irian

 

 

 

 

 

port Dragon update.

The Dragon port is getting an overhaul: with the introduction of night time, new sounds, a decorated landscape and improved water surface.

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Full Season of Ranked and Arms Race

The 11th Season of Ranked will be Tier 9 and will use the Arms Race mode. Full details and rewards to come with the dedicated Ranked article.

https://worldofwarships.com/en/news/development/ranked-11-arms-race/ 

Spoiler

Ranked Battles: Eleventh Season
A new Ranked Battles Season is coming and its rules significantly differ in comparison to previous seasons. The aim of these changes is to increase the diversity of gameplay, which should be more dynamic and fresh as a result.

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Battles will be fought 6 vs. 6, on Tier IX ships, in the Arms Race game mode.

Initially, we designed the League of Sea Wolves as a place where the players who have achieved 1st Rank could showcase their skill and mastery. However, due to its low popularity and that we’ve found it impossible to make rewards in the League similar to those of other in-game activities, there were frequent cases when the necessary players for battles could not be assembled and the waiting time was very long. Considering the above-mentioned facts, we want to announce that the League of Sea Wolves will no longer be active in future seasons, starting with the eleventh.

For the new season, we have updated Arms Race, improving both its visual and gameplay elements. Now, apart from familiar areas that decrease detectability, restore combat capability points, and accelerate reloading time, you will encounter three new areas that:

Accelerate the reload time of all consumables
Improve the ship's maneuverability
Increase the chances of your shells causing fire and decrease the chances of fire on your own ship

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Bonuses work until the battle ends, and each of them has six levels that improve ship characteristics accordingly. We remind you that any allies within a range of 12 km from the activated area will get the same bonuses.

Ranked Battles will be fought on the following maps: Islands of Ice, Trident, Mountain Range, Warrior’s Path, and Sleeping Giant.

 

 

 

Naval Battle
The “Supply Lines” competition for clans is set to return in the upcoming update under the name “Naval Battle”. It’s now a weekly event that will allow clans to earn even more Oil, that can be spent on improving their base. This has not started yet and is tentatively scheduled for mid-Feb. Details to come. Full article on Naval Battle https://worldofwarships.com/en/news/common/naval-battle-clans-competition/

Spoiler

If you're a clan Commander or a Deputy Commander, you can enroll your clan and participate in the “Naval Battle”, where your clan will need to complete one common goal. After this the clan will move to the next stage—“Battle”. Here you will compete against another clan and your task will be to outscore the adversary in terms of the number of stars earned.

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Each clan will have their own table, one for all players. Each cell in the table is a separate category representing a branch of researchable ships, and a Chain of combat missions is available for each of them. All combat missions carry the same condition: earn a specific amount of Base XP per battle. Your clan will be rewarded with a star for fulfilling the criteria.

The more successful your clan is in Battle, the more Oil it will receive.

 

Edit: Mon, Feb 4th Still waiting on the devs to tell us how to get to the screen to register your clan and where the stats screen will be at that they posted above.

 

 

Concealment Expert skill change

Ok, currently CE gives DDs -10%, CL/CAs -12%, BBs -14% and CVs -16% buff to the range they can be spotted at. In 8.0, this is planned to be -10% across the board, DDs, CL/CAs, BBs, CVs, & planes. Things will not change as much as you might think. See the pics in the spoiler from @_RC1138

Spoiler

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@_RC1138's thoughts on it.

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As you can see the vast, vast, VAST majority of ships will see a very small change in detect range. This is a nerf that isn't a nerf.

Ignoring the Alaska (which is fair) only the Pensacola (lol) loses more than a quarter of a km of spotting distance under this change. For perspective, most 30-ish knot ships in the game actually travel closer to ~140-165 km per hour (due to range compression, by the math of distance traveled to average speed tests, this does NOT actually work out to 2x, much closer to 3x in actuality). That means that new extra *quarter* kilometer takes a mere 5 to 6 seconds to cross, assuming that target is *stationary.* If it's on a CBDR (constant bearing, decreasing range, aka a collision course) parrellel to the target (head to head) on an equal speed target that time drops to ~2-2.5 seconds. So that means the DD traveling towards a Baltimore to contest a cap under this change gets a whole 2 to 3 seconds MORE time to react than it did before, less if it's faster and/or using engine boost. Oh be still my heart. As a hard core USN and RN Cruiser player, if this makes DD's stfu about 'constant nerfs' it's more than worth it.

As a general 'rule' most cruisers lose about 0.20 to 0.25 km of spotting distance, and BB's ~double that (0.50 to 0.60 at the higher end), which, assuming at least one of the two are stationary, translates into a 5 or 10 second extra drop. This is a non-change for Cruisers and a slight annoyance for some BB's. That said, most BB's suffering the higher end change, were ALREADY spottable from space (KM, IJN), and has a much greater effect on slower BB's (whose own speed translates into more reaction time for a target) or people who play BB's statically. Basically the primary people punished by this are bow camping BB's and T5-T6 Dreadnoughts.

Now that all said, I *do* think preserving the gun ratios on BB's is needed, especially for shorter ranged BB's (gun ratio is defined by me as the ratio of max (non spotter plane) gun range over detect range, both in km). The lower the gun ratio, the less 'comfortable' a ship typically is, and as such, while decreasing concealment may be fine, raising the range to *preserve* *existing* ratios should be done. In most cases this would involve adding less than 0.5 to 1 km of gun range.

 

 

 

Fly! Strike! Win!

This will be a Stages, Directives and Missions event just like the RN DD event that introduced this format. FSW will run for 3 patches from 8.0 on Jan 31st to 8.2 on what should be Mar 28th. Note: with the CV rework most likely going to involve some tweaking on CVs and/or AA, the scheduled 4 weeks per match *may* or *may not* change.

 

FSW article https://worldofwarships.com/en/news/development/lunar-new-year-2019/

 

Stage schedule

Except on patch days, when I & II start on Thu, Directive I will drop on Wed, Directive II on Thu, Directive III on Fri and Directive IV on Sat. As soon as you complete Directive IV, you start getting Hall of Fame points. The Hall of Fame runs until the next Stage starts and then is reset. Missions can be completed in some combination of Random, Ranked, Co-op and Scenarios (and Clan during Clan Battles seasons). Some Missions may only be completed in a few or one type of battle. NOTE: Shooting down aircraft is only in Random battles right now as bots in Co-op and Scenarios do not use CVs yet. This is expected to change in the future at an unspecified for now date. To complete a Directive, you have to complete 4 of 6 Missions, 5 of 7 Missions or 6 of 8 Missions, depending on the total number of Missions in a Directive.

 

Patch 8.0 is expected to be 4 weeks long, started Jan 31st and should end Feb 26th, barring something unexpected. There are planned to be 4 Stages with 4 Directives to each Stage and one Stage per week. Pics of the Directives in the second post below as they arrive. Lunar containers (See PA section for contents), coal, camos, signals, consumables, credits and elite Cmdr XP are some of the rewards for completing Missions and Directives.

 

Patch 8.1 is expected to be 4 weeks long, most likely starting Feb 28th and should end Mar 26th, barring something unexpected. There are planned to be 4 Stages with 4 Directives to each Stage and one Stage per week. We should start earning Florins and Crowns in 8.1 and these will be used to buy UK CV packs, which may include T4, T6 & T8 early access CVs (more details to come as 8.1 gets close). The early access UK CVs *may* come in patch 8.2 or a patch after that depending on testing. Pics  of the Directives in the third post below as they arrive. Air Supply containers (content details to come), coal, camos, signals, consumables, credits and elite Cmdr XP are some of the expected rewards for completing Missions and Directives.

8.1 Dev bulletin https://worldofwarships.com/en/news/public-test/bulletin-081/

FSW article for patch 8.1  lots of details on Florins, Crowns and early access UK CVs. https://worldofwarships.com/en/news/development/fly-strike-win/

 

Patch 8.2 is expected to be 4 weeks long, most likely starting Mar 28th and should end Apr 23rd, barring something unexpected. There are planned to be 4 Stages with 4 Directives to each Stage and one Stage per week. We should keep earning Florins and Crowns in 8.2 or they *may* end in 8.1 (more details as we get close to 8.2) and these will be used to buy UK CV packs, which may include T4, T6 & T8 early access CVs (more details to come as 8.1 gets close). The early access UK CVs *may* come in patch 8.2 or a patch after that depending on testing. Pics  of the Directives in the fourth post below as they arrive. Some type of containers (details to come), coal, camos, signals, consumables, credits and elite Cmdr XP are some of the expected rewards for completing Missions and Directives.

 

 

Hall of Fame, 8.0 edition

Once you complete Directive IV, you start getting Hall of Fame points in battles. You need to gather at least 1 HoF point to start getting rewards and the rest of the rewards are based where you place among players by amount of HoF points. Rewards are given after the Hall of Fame ends and the rewards stack.

 

Earn 1+ HoF point - 3 Blue Lagoon one-use camos (combat bonus, -10% service cost, +10% credits, +75% XP, +50% Cmdr XP)

Place in the top 50% by HoF points - 3 Ocean Soul one-use camos (combat bonus, +20% credits, +100% XP)

Place in the top 25% by HoF points - 3 Battle Hardened Soul one-use camos (combat bonus, +100% XP, +250% Cmdr XP)

Place in the top 10% by HoF points - one day Warships (WoWs) premium time

Place in the top 5% by HoF points - Three days Warships (WoWs) premium time

Place in the top 100 by HoF points - Heroic Individual achievement, which can be earned multiple times

 

 

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Now to the biggie...

CV Rework and CV Stages/Directives/Missions over 3 patches

There have been various articles and lots of threads on this. I will put a list of articles from the main website and another list of various threads about the rework here. Remember, this is a big change and WG is going to have CV centric events for the first three patches, 8.0 - 8.2 so expect fine tuning balancing changes over the three patches.

8.0 is scheduled for Jan 30th and may be 4 weeks long

8.1 appears to be scheduled for Feb 27th and may be 4 weeks long edit: UK CVs are not in ST yet, but in 8.1 we can get Temp Currencies to use on CV packs, which looks to be the way UK Early Access CVs will be handled. Hopefully more info to come.

8.2 most likely will be scheduled for Mar 27th and may be 4 weeks long

 

Articles - Everything is only penciled in and may or may not change

Spoiler

Newest to oldest

Patch notes for 8.0 https://worldofwarships.com/en/news/development/update-080-takeoff/

 

Third article scheduled for 1/25 will be huge according to the stream today and will have compensation specifics. https://worldofwarships.com/en/news/development/cv8-which-nation-to-choose/

 

Second of the dedicated CV articles on CVs; Skills, Upgrades, signal flag,  tech tree, Matchmaker, economics, achievements & campaigns https://worldofwarships.com/en/news/development/cv8-how-to-tune/

 

First of the dedicated CV articles on how to control CVs and planes. https://worldofwarships.com/en/news/development/cv8-how-to-play/

 

 

Latest dev bulletin https://worldofwarships.com/en/news/public-test/bulletin-080/

 

PTS details https://worldofwarships.com/en/news/public-test/public-test-080/

 

Waterline ep 4 https://worldofwarships.com/en/news/common/waterline-4/  has a video

 

Dev bulletin https://worldofwarships.com/en/news/public-test/bulletin-080/

 

WG fest https://worldofwarships.com/en/news/common/weegee-fest/

 

Beta testing for CVs https://worldofwarships.com/en/news/public-test/carrier-underwood/  has skill changes

 

Beta testing for CVs https://worldofwarships.com/en/news/public-test/carrier-underwood/

 

Beta testing for CVs https://worldofwarships.com/en/news/public-test/carrier-underwood/

 

First bit on CV beta testing https://worldofwarships.com/en/news/gamestuff/year-of-the-ceevee/

 

Video of first look at CVs https://worldofwarships.com/en/news/common/carrier-on-my-wayward-pun/

 

 

Tweaks and Hotfixes

Spoiler

Feb 4th Dev blog

[0.8.0] First CV rework tweaks and changes
 
Dear players,
It's been less than a week since update 0.8.0 release - a major, and probably the biggest change in the game yet, CV rework. We want to share the first list of fixes, changes and tweaks that are to be implemented to improve new CV and counter-CV gameplay. But first of all we sincerely thank you for your feedback and game activity, as well as apologize for any stress and inconvenience that you could experience due to massive game change.
 
Please note that all information in this post is preliminary.
 
1. Critical changes and fixes that we're working on right now (to be implemented within 0.8.0 in "hotfix" update ASAP).
  • Reduce the excessive efficiency of IJN tier X CV Hakuryu;
  • Reduce the excessive efficiency of IJN Torpedo Bombers (reduce flooding chance, introduce spread debuff when maneuvering);
  • Resolve the "F-spam" issue, when a CV can just recall its squadron at any time without considerable penalties (increase the vulnerability time for the squadron after recall so that players can shoot down some planes before it completely disengages);
  • Do overall AA balancing: shift a part of damage from flak bursts to constant DPS. Flak bursts proved to be an interesting aspect of AA. However, on the one hand, they deal disproportional amount of damage, and on the other hand, avoiding them often results in completely insufficient damage to the planes;
  • Do overall Attack Planes vs. Destroyers balancing. While this is an important thing to do, we would like to indicate that most players seem to underestimate the power of manual AA activation ([P] by default). Due to great DD concealment, if often makes sense to turn AA off until spotted. A DD spotted at minimal range is a lot harder to hit with the first attack run even with rockets. Although, this trick does not remove the need for further balancing;
  • Do additional Premium CV and UK CV (unreleased) balancing;
  • Remove the inconsistency between Des Moines and Salem in close/mid-range AA;
 
2. Changes and improvements that we work on now in the timeframe of next updates (0.8.1 and beyond).
  • Improve plane reserves UI (information should me better presented);
  • Improve AA sector UI (better usability);
  • Do additional balancing for individual ships, armament, skills and upgrades, as the statistical data is being accumulated;
  • Clear the minimap for non-CV ships (remov
  • e the unnecessary info about returning planes, etc);
  • Finish the development for CV bots (Cooperative Battles);
 
3. Open questions and concerns to be researched in more detail and addressed if needed (no specific update planned yet, but it may change).
  • The amount and quality of CV spotting in the new meta;
  • MM limits (our ideal limit is 1 CV per team, very few cases of 2 CV (and always 1 at tier X, but right now the limit is 3 across the board): we would like to change the limits where/when possible.
 
As indicated before, these are the first plans after several days of release. We will keep monitoring your feedback and update you about any further changes.
Thank you, good luck, and fair seas!
 
 

Hotfix update on Thu, Feb 7th from 5am-6am EST (2am-3am PST). See article for details. https://worldofwarships.com/en/news/development/update0801/

 

 

 

Threads - I tried to get a selection and some will rehash things in other threads. WG threads at top.

Spoiler

Femennenly's CV rework FAQ

 

 

 

 

Others - newest to oldest

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Fly! Strike! Win! campaign runs from 8.0 to 8.2.

8.0 will have the campaign and should give out the Pan-Asian containers from above as rewards.

8.1 will have temporary currencies Crowns and Florins along with Air Supply containers and they will get you the UK early access CVs.

8.2 will have the full UK line come out along with premiums, but not sure yet what the container rewards will be.

 

 

 

CV rework

 

Game balance is always one of the hottest topics. It's important to understand that it's impossible to set up the optimal balance conditions during tests, because the test server has significant differences in comparison to the main server (other game conditions, no statistics, the majority of opponents are bots). Over the course of several months, after the release of reworked carriers, it’s possible that further changes will be made in terms of aircraft parameters and the number and types of squadrons; but rest assured that when we do so, we'll rely on the feedback and support of our players.

With the release of Update 0.8.0, all players will begin to get acquainted with the reworked carriers. Mastering the new gameplay is likely to be a lengthy process, it’s necessary to play dozens of battles in order to understand the mechanics and become a true master. Controlling air squadrons in relation to the new AA defense mechanics is a tricky business: you need to learn to maneuver in time to evade the explosions of AA shells, consider enemy squadrons, and anticipate the actions of your target. So don't get discouraged if your attack on an enemy isn’t successful on the first attempt.

Those who play on cruisers, battleships, and destroyers will go through a similar process, but regardless of the global changes made to aircraft carriers, we tried to impact other ship types as little as possible. While adapting them to the new mechanics, we tried to preserve the unique AA defense parameters for each ship.

 

Aircraft Control

Your aircraft carrier transports aircraft that are ready to take off at your order from the first moment of a battle, so now you don't have to wait for a squadron to get ready for takeoff.

Spoiler

 

In the new concept, keyboard and mouse become equally important tools for controlling your aircraft. To select a squadron, you need to press keys [1], [2], or [3]. Upon pressing the selected key the second time, the associated squadron will take off. [1] launches a new type of aircraft—attack aircraft, [2]—torpedo bombers, [3]—dive bombers. Each squadron launched will only be composed of a single type of aircraft.

The squadron’s speed can be changed using the [W] and keys, which increase or decrease the speed of your aircraft and consume Boost in the process. Use the [A] and [D] keys to turn. Besides these controls, you can use the mouse for more precise aiming. By doing so, your aircraft will turn more smoothly. This is important when aiming at a target, because in most cases active maneuvering increases the spread of your attack.

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Boost is an engine enhancement which allows a squadron to significantly accelerate or slow down. Please note that the squadron’s turning radius depends on its speed. If you fly at maximum speed, its turning circle will be made along the largest radius. To turn more quickly, the squadron needs to slow down as much as possible. Boost is displayed on a scale to the left of your aircraft, and recharges when it’s not in use. Instant full restoration is possible with the use of a special Engine Cooling consumable. Please note that you can't accelerate until Boost has been restored to a certain level.

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You can launch a new squadron only in one of the three following cases:

- The previous squadron has spent all of its ammunition and is returning to the aircraft carrier.
- All the aircraft in the squadron were destroyed.
- The order to return was given by pressing [F]. Once this order has been given, it cannot be canceled.

Aircraft take the shortest route when returning to the carrier, and having reached a certain height, are no longer able to spot, while also being invisible to enemy squadrons and ships. So you can no longer follow planes back to the CV. Whilst in this state, they cannot be damaged or shot down. Aircraft that manage to return to the carrier successfully replenish the squadron on the deck, and are ready to take off again immediately.

 

 

 

 

 

Aircraft Carrier Deck
Depending on the aircraft carrier you use, there are different types of aircraft on the deck, and all of them are ready for immediate takeoff.

Spoiler

 

If there are fewer aircraft than the maximum number of possible aircraft, the preparation of replacements begins, leading to an aircraft appearing on deck, ready for takeoff. The preparation of attack aircraft, dive bombers, and torpedo bombers takes place simultaneously and begins immediately after a squadron is launched.

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A squadron can be launched even if not all aircraft are ready, but in such cases the squadron taking off will be incomplete.

The number of aircraft that can be replaced in a single battle is unlimited. This prevents the situation in which only an aircraft carrier is left under the player’s control, which would mean no chance of influencing the outcome of a battle. But don't waste your aircraft mindlessly, since you will have to wait a long time until the new ones are ready for takeoff, significantly reducing your battle efficiency.

Take good care of your aircraft, because the fewer planes you lose, the quicker that a new complete squadron will be ready!

 

 

 

 

 

 

Attack Mode
Aircraft now have a brand new attack mode. Once you've selected your target and are ready to attack, hit the left mouse button to separate a flight from the squadron and start the attack run. Depending on the squadron type, you will either see an ellipse for launching rockets and dropping bombs, or the torpedo reticle for a torpedo attack. At this point, the reticule will be colored yellow, and a special timer will indicate when the flight is ready to attack. When in a state of attack readiness, the reticle turns green. To deliver an attack, simply click the left mouse button again.
 

Spoiler

Keep in mind that aircraft need time to make a target run and carry out a successful attack, and furthermore, that projectiles need time to reach their target. You need to be sure to take the correct lead on your target and consider the size, speed, and maneuverability of the ship you’re aiming at.

The rest of the squadron falls out of the player's control, follows the attacking flight, and then comes back under control once the attack is completed. The aircraft that carried out the attack return to the carrier to replenish their ammunition. If, during an attack, any aircraft in the attacking flight is shot down, it will be replaced by another one from the squadron.

You can carry out several attacks in one sortie until you exhaust all available ammunition.

If you remain in attack mode for a longer period of time without carrying out an attack, all aircraft rejoin the squadron, and you can try to make another run on the target.

If you want to take a look around and check what your target is currently doing, you can use the free look camera. It’s activated by clicking and holding the right mouse button. While using the free look camera, your aircraft will stay on course.

 

 

Attack Aircraft
Attack aircraft are a new type of aircraft that carry unguided rockets. These rockets are most efficient against lightly-armored targets and they are quite precise. More often than not, this aircraft type has a high speed and can reach its point of destination within a short period of time. The reticle of attack aircraft is an ellipse or a circle with special marks inside that show the dispersion when fully aimed. The ellipse reduces to the ideal radius if aircraft aren’t in the process of performing sharp maneuvers. You can launch rockets as soon as they are ready, but for maximum efficiency you should wait until the ideal radius is formed.

Attack aircraft have rather quick aiming capabilities and can drop their payload almost immediately.

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Dive Bombers
Dive bombers are strike aircraft equipped with bombs that can inflict a great deal of damage to armored targets. The reticule of dive bombers is quite similar to that of attack aircraft, but unlike the latter, the dive bombers' ellipse is bigger and expands more during active maneuvers.

When attacking with dive bombers and attack aircraft, consider the features of the ellipse of your aircraft and choose the correct approach point—whether it’s from the bow/stern, or from the sides.

The aiming distance depends on the current speed of the aircraft, its height, and pitch. Keep in mind that the reticule of dive bombers moves rather slowly when ascending and diving, but accelerates when approaching the target!

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Torpedo Bombers
Attacking with torpedo bombers differs significantly from attacking with other aircraft types. The torpedo drop zone is similar to that of ships using torpedo launchers.

Depending on the aircraft, when getting ready for an attack and while decreasing in altitude, the torpedo cone starts to narrow. The cone is divided into sectors equal to the number of torpedoes ready to be launched by your aircraft. You can drop several torpedoes at once, but it’s better to wait, so as to launch them in a narrower spread and with higher accuracy.


Torpedoes need time to arm before hitting their target. To make this aspect clearer, torpedoes' arming distance is highlighted yellow and their range is highlighted green.

In order to carry out a successful run with torpedo bombers, you need to switch to attack mode at a significant distance from the enemy, keeping in mind that you must take a target lead and that your opponent might make evasive maneuvers.

You can see the radius of your torpedoes' progression on the minimap.

Aircraft of each nation will have their own unique characteristics and settings. More details about them will be available in a separate dedicated article.

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Aircraft Characteristics
The new concept completely revises aircraft survivability. Now each has its own HP pool, which gets drained by fire from AA defenses. To keep track of your squadron's state, check the HP bar at the bottom of the screen. The HP bar is divided into parts, with the number of visible HP bars equal to the amount of aircraft in the squadron. These parts have the following states and color indications:

Green: aircraft is operating normally
Yellow: aircraft is damaged
Red: aircraft is badly damaged
Black: aircraft has been destroyed, is returning to the carrier, or the squadron has taken off in an incomplete state

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We have reworked the aircraft detectability mechanics. Now the detection of aircraft is affected not only by distance and weather conditions, but also by the terrain. If there is no line of sight between your squadron and the enemy, you can't spot each other. This gives rise to new tactical possibilities, for example, the chance to use terrain to approach the target and attack while undetected.

Cyclone and local weather affect aircraft in the same way as they do with ships.

To improve the balance between aircraft and destroyers, squadrons have lost the ability to spot torpedoes. This change will also affect the Fighter and Spotting Aircraft consumables.

Aircraft HP and characteristics can be modified with the help of upgrades and Commander skills. More details about the possible modifiers will be available in a dedicated article.

Aircraft parameters are displayed when you hold the [H] key.

 

 

 

 

 

Plane Consumables, DFAA, Fighters and Catapult Fighters

Each squadron now has its own consumables, with the number of charges and type depending on the aircraft. Let's take a look at the consumables the squadrons have now and how the ships' consumables have changed. Fighters are a consumable.

Spoiler

Engine Cooling
This consumable is available on all carrier-based aircraft.

We previously mentioned that aircraft can accelerate and decelerate using the engine boost. When the boost runs out, players can quickly restore it with the help of the Engine Cooling consumable. During the consumable's action time, boost is not spent while being used to vary the speed of the squadron.

 

Repair
This consumable appears on torpedo bombers on board Tier VIII+ aircraft carriers.

Using this consumable, players will be able to restore a certain percentage of their squadron’s HP.

 

Defensive AA Fire
This equipment will hardly change: it still improves the effectiveness of AA defenses and the damage they inflict, but will no longer affect the accuracy of aviation attacks. Details to come.

 

Fighters
This consumable appears on aircraft on board Tier VI+ aircraft carriers.

In the new concept, fighters are now a consumable and can be called into battle by the player when necessary.

Upon activating the consumable, a flight of fighters is called to the current squadron's position. It takes some time for the fighters to arrive, after which they patrol the area that they have been called to.

If enemy aircraft appear within the patrolled area, your fighters will attack them. Fighters can destroy as many enemy aircraft as their number patrolling the area. Afterwards, the consumable effect expires, even if they have shot down fewer planes than the number of fighters in the flight. Fighters will also leave the patrol area when the consumable action time runs out.

You can avoid facing enemy fighters and leave the patrol area without losses if you react quickly enough. If a group of enemy fighters is set to attack your group of aircraft, you have a chance to shake them off if they can't catch up with you within a certain period of time. But you will have to use the engine boost and have specific skills and upgrades equipped in order to increase the speed of your squadron.

If several squadrons enter an area patrolled by fighters, the latter will attack the squadron that has been in the area the longest. The most effective strategy for countering enemy fighters is to call your own fighters into the area of action of the enemy's fighters, or to make their areas overlap. Don't forget to direct your squadron to leave the area of action of the enemy fighters before they begin their attack.

Fighters no longer affect the accuracy of aviation attacks.

 

The Catapult Fighter consumable is simply called Fighter from now on. It works in a way similar to that of attack squadrons, but with the difference that Fighter squadrons accompany the ship, as opposed to being called to a certain point on the map.

 

The values indicated below will be accurate at the release of Update 0.8.0, but may change during further ship balancing procedures.

Aircraft carriers launch 4 fighters automatically when detected, and they will patrol the area around the carrier for 10 minutes. Reload time is 40 seconds.


Attack squadrons call in 1 to 4 fighters, which stay active for one minute and reload within 10 seconds.


Cruisers and battleships call in 1 to 4 fighters, with the consumable action time of 60 seconds and reload time of 90 seconds (Premium) / 135 seconds (standard).


Although the consumable's action time has been significantly reduced, the mechanics of fighter operation have become completely different, allowing them to effectively protect the ship from enemy air raids and ensuring that they will shoot down aircraft in their area of operation.

AA defense against fighters works the same way as against attack squadrons.

 

 

 

Controlling Aircraft Carriers
The new concept changes the dynamics of aircraft carriers by focusing control on one thing at a time: either a squadron or the aircraft carrier. You steer your aircraft carrier using the WASD keys only while you are in control of the carrier. However, if you need to change the route of your aircraft carrier while controlling a squadron, you can use the Tactical Map [M] and set waypoints for the autopilot.

Spoiler

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Along with the changes in the gameplay of aircraft carriers, the logic of the autopilot has been improved as well. Now the ship can move astern. To do this, simply put a waypoint on the minimap astern of the aircraft carrier.

The speed of the repair of negative effects for aircraft carriers has been changed, which should allow the player to put greater focus on controlling the squadron. For now, the game will have the values indicated below, but they may change during the ship balancing procedures.

Fire extinguishing time on new aircraft carriers is now 5 seconds only, recovery from flooding—20 seconds, and engine and steering gear repair time—10 seconds.

 

The Damage Control Party consumable is activated automatically if the ship is on fire, flooded, or her steering gears or engine have been damaged. Thus, the rare instances of fires or flooding won't cause too much trouble.

 

If your aircraft carrier has been detected, the Fighters consumable gets activated automatically, which will automatically launch a squadron to defend the carrier from enemy air raids for a period of 10 minutes. An aircraft carrier will find it rather hard to destroy another carrier—an attack squadron will have to face both fighters and very powerful AA defenses. For aircraft carriers it will be more effective to choose other targets in battle, leaving enemy aircraft carriers for later, if the situation requires it. In such cases, the sinking of an aircraft carrier with another ship of the same type is still possible.

 

If your aircraft carrier is destroyed, you will still retain control of your active squadron until all shells are fired or until three minutes expire.

 

 

 

Matchmaker
As we expect a great deal of interest from players regarding the updated gameplay, we have provided for some flexibility in the matchmaker function. With the release of Update 0.8.0, the matchmaker will assemble battles with one or two carriers on each team, but if a larger number of carriers are in the battle waiting queue, this can be stretched to three ships of this type being allowed on each team. These values may change over the course of several following updates.

Spoiler

The limit for Divisions remains the same—one aircraft carrier per Division.

 

The rules of matchmaking by tiers remain the same: Tier IV aircraft carriers can enter Tier IV and V battles. Carriers of other tiers can enter battles of their tier and up to 1 or 2 tiers higher. Thus, Tier VI and Tier VIII carriers can meet in battle, but Tier IV and Tier VI cannot.

Note, there is a T6 CV and a T8 CV on each side in this battle.

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The default is 2 CVs per battle, but if there are enough CVs in queue for long enough, this will change to 3 CVs. Remember, under RTS, each CV can control 3-6 squadrons. With the CV rework, a CV can only control 1 squadron at a time.


You can use the reworked aircraft carriers in Co-op mode, however, at the moment, bots are not "trained" to deal with them, and you won't see AI-controlled carriers. To keep the number of ships even on both teams, bots will have battleships of corresponding tiers opposite players' carriers.

T1 & T2 are no affected by the rework.

T3 ships can still see a T4 CV when bottom tier.

T4 CVs can see T3 to T5 ships, but only other T4 CVs.

T5 ships can see T4 CVs/shipa and up to T7 ships. They will only see T6 CVs when bottom tiered.

T6 CVs can see T5 ships when top tier and can see up to T8 ships and T8 CVs when bottom tier.

T7 ships will see either T6 CVs and/or T8 CVs. They will see the normal T5-T9 ships.

T8 CVs can see either T6 CVs when top tier, T8 CVs and/or T10 CVs when bottom tier. They have the normal T6-T10 MM spread.

T9 ships will see either T8 CVs and/or T10 CVs.

T10 CVs will see T8 and/or T10 CVs. They will see T8-T10 ships.

 

 

 

Economics
Reworking the gameplay entails economic changes for aircraft carriers. Since the specifics of the numbers for the other ships is not revealed, I highly doubt these specific numbers will be released either.

Spoiler

 

Rewards for inflicting damage and destroying ships (the main purpose of this ship type), as well as for capturing, defending, and blocking key areas now correspond to those of battleships.
Rewards for detecting ships and aircraft have been decreased, but carriers are still more effective in this area than other ship types and will receive corresponding bonuses for it.
Aircraft are now under your direct control with the WASD keys, giving you greater influence over their movement. With the increased control in the rework, comes increased costs, which is why the price of planes shot down by the enemy has doubled. Even though the cost of replenishing your planes has doubled, your post-battle credit costs will likely be the same as before. This change doesn’t affect destroyed fighter planes as they are now a consumable —you won't be charged for losing these.

These adjustments allow for a better relation between objectives of the reworked ship type, specifics of the new gameplay and profitability and efficiency of aircraft carriers. They will also ensure an income on par with other ship types. Forthcoming updates may introduce some additional changes to economic parameters of aircraft carriers. Of course, these modifications affect other ship types as well, that's why rewards for destroying planes in battle will be reviewed.

 

 

 

 

Tech Tree
Changes to the aircraft carriers' Tech Tree are among the most drastic ones.

Spoiler

 

Now carriers can only be found at even tiers. The higher the tier, the more noticeable the improvements of combat efficiency: better characteristics, more aircraft in squadrons, more powerful weapons, and, accordingly, more significant damage and greater potential to influence the course of a battle. However, with great power comes great responsibility, and the price of making a mistake increases: enemy AA defenses are set to become more dangerous and it will be more difficult to maneuver a large squadron between the explosions of AA shells.

Apart from this, a Tier IV carrier is now researched from a Tier IV destroyer, because the carriers' gameplay is closer to that of destroyers in terms of dynamics. Due to this change, battles with aircraft carriers will be assembled faster, because those playing with this ship type will be concentrated within a smaller number of tiers.

The Tech Tree's economics will be also modified: progressing from tier to tier will become more expensive in terms of XP and credits, but cheaper overall than moving two tiers up in comparison to how it stands at the moment (for example, going from Tier VI to Tier VIII will be cheaper than it is currently).

 

IJN

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USN

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What will happen to the carriers from uneven tiers?
The main reason behind the temporary removal of uneven tiers is that they are too similar to their adjacent tiers and offer little difference in terms of gameplay.

Once the gameplay update is in effect and after some time has passed, we plan to release alternative branches of aircraft carriers. This will mean bringing back all, or almost all of the carriers removed due to the ship type being reworked.

We also intend to make different gameplay for the alternative branches focusing on other ways to impact a battle, considering unique approaches to victory and interaction with both allies and enemies. The word "different" can imply an array of diverse options. Alternative ships could concentrate more on helping their allies rather than dealing damage, for example, they might provide better spotting. It's possible that some aircraft types from alternative branches will be able to set small smoke screens, thus enabling them to save an allied cruiser from heavy shelling. Maybe they will even have the ability to help an allied battleship fight any fires that might be on board. Or perhaps even, some aircraft will gain the ability to land on water and capture control points, although they will be very easy to destroy. The options are numerous and we have listed only a small portion of them, but please do understand that these are auxiliary possibilities, that would be designed to accompany inflicting damage, as opposed to replacing it.

It’s very likely that alternative aircraft carriers will be more difficult to play on than ships with strike squadrons. But in several months they could certainly become an excellent choice for those who have mastered the reworked gameplay by then and want to try new. No time frame given for an alternate CV line, but they are hoping this year, maybe.

 

 

 

 

Aircraft Carrier Customization
Upgrades, Commander Skills, and signals will be updated as well.

To allow you to adapt your Commanders to the new carrier gameplay as comfortably as possible, from January 30 to early morning February 8, you’ll be able to retrain your Commanders and redistribute their skill points for free. This event includes all Commanders and is only limited by the specified time frame. You can respec as many times as you want in that time frame and there is no requirement to pick new skills by any certain date. So Cmdrs can stay unskilled for months if need be. According to the stream on Jan 24th, upgrades in slots 1-6 will be free to demount from January 30 to early morning February 8.


 

Spoiler

 

Upgrades

Upgrades affecting squadrons

Air Groups Modification 1 slot 1
Increases the speed of aircraft returning to the carrier.

 

Aircraft Engines Modification 1 slot 2
Increases the Engine Boost time of a carrier's squadrons.

 

Torpedo Bombers Modification 1 slot 3
Extends the attack time of torpedo bombers.

Attack Aircraft Modification 1 slot 3
Extends the attack time of attack aircraft.

 

Torpedo Bombers Modification 2 slot 4
Increases torpedo bombers HP.

Attack Aircraft Modification 2 slot 4
Increases attack aircraft HP.

Dive Bombers Modification 2 slot 4
Increases dive bombers HP.

 

Concealment System Modification 1 slot 5
Decreases the detectability range of your ship and aircraft; increases the dispersion of shells fired by enemies attacking your ship.

Flight Control Modification 1 slot 5
Accelerates aircraft servicing and increases the maximum number of aircraft on deck.

 

Flight Control Modification 2 slot 6
Increases the cruising speed of a carrier's squadrons.

Air Groups Modification 2 slot 6
Increases the HP of a carrier's aircraft.

 

Upgrades affecting AA defenses

AA Guns Modification 1 slot 3
Increases the number of explosions in salvos from mid-, and long-range AA guns.

AA Guns Modification 2 slot 6
Increases the continuous damage of short-, mid-, and long-range AA guns. Increases damage per second within the explosion radius of shells fired by mid- and long-range AA defenses.

 

Unique Upgrades
We're currently working on them, but players who have already managed to obtain them will keep them. However, it’s not currently possible to install them on aircraft carriers for now and they'll remain "frozen" for some time.

 

Commander Skills
Some skills have been completely modified, some skills now affect air squadrons too:

For example, the Emergency Takeoff skill has been removed because air squadrons can now still take off if an aircraft carrier is on fire.

 

Commander Skills

1pt
Priority Target
The number of ships firing their AA guns at your carrier's squadrons is displayed.

Air Supremacy
Decreases aircraft servicing time.

Improved Engine Boost
Increases the Engine Boost time of a carrier's squadrons.

Last Gasp
Fully restores the Engine Boost of the last carrier's strike squadron.

 

2pts

Improved Engines
Increases the speed of a carrier's squadrons.

Jack of All Trades
Decreases the reload time of all ship and squadron consumables.

Torpedo Acceleration
Increases the speed of torpedoes launched from both ships and aircraft, but reduces their range.

Adrenaline Rush
Increases the speed of aircraft carrier's squadrons as the aircraft's HP decreases.

 

3pts

Survivability Expert
Increases both ship and aircraft HP including fighters, depending on the ship's or aircraft carrier's tier.

Aircraft Armor
Reduces continuous damage to aircraft in short-, mid-, and long-range AA defense zones.

Demolition Expert
Increases the chance of ship and aircraft armament starting fire (high-explosive shells and missiles).

Superintendent
Does not affect the consumables of aircraft carrier squadrons.

Vigilance
Does not work on aircraft carrier squadrons.

 

4pts

Sight Stabilization
Speeds up the aiming of a carrier's aircraft.

Radio Location
Now it works on a carrier's squadrons.

Concealment Expert
Decreases visibility of the ship and the carrier's squadrons. Moreover, now the bonus provided by the Concealment Expert skill is the same for all ship types and aircraft—10%.

 

Skills affecting AA defense

Direction Center for Fighters
Upon activating the Fighter consumable, an additional aircraft takes off. Decreases fighter flight time. Edit: Flight time may or may not decrease. In the PTS it did not decrease. WG will check with the Devs to see if it is a wording mistake or a bug in the code.

Basic Firing Training
Increases the continuous damage of short-, mid-, and long-range AA guns. No changes to main or secondary gun effects.

Advanced Firing Training
Increases damage per second within the explosion radius of shells fired by mid- and long-range AA defenses. No changes to main or secondary gun effects.

Manual Fire Control for AA Armament
Improves the efficiency of AA sector reinforcement and decreases its action time.

 

The special skills of unique Commanders have been modified as well:
Bonus of the Survivability Expert skill for Commanders Dà Róng, Quán Róng, and Alexander Ovechkin (all variants) now includes the aircraft bonus and adds +20 HP for every tier of the ship instead of usual +15 HP.

Bonus of the Demolition Expert skill for Commanders Dà Róng and Quán Róng now includes the aircraft bonus and provides an additional +1% damage to all armament types.

Bonus of the Adrenaline Rush skill for Commanders Jean-Jacques Honoré and Charles-Henri Honoré provides +0.25% to squadron speed instead of the usual +0.2%.

New skills bring new ways to increase the characteristics of your squadron! You can choose which you prefer more: speed, survivability, concealment, or you can even try combining these skills to make your ideal set!

 

Signals
With the release of Update 0.8.0 you can use up to 8 signals on aircraft carriers, as with other ship types.

    
November Echo Setteseven
Increases the continuous damage of short-, mid-, and long-range AA guns, and damage per second within the explosion radius of shells fired by mid-, and long-range AA guns.

 

 

 

 

 

 

 

See article for changes in Achievement and Campaigns.

https://worldofwarships.com/en/news/development/cv8-how-to-tune/#achievements

 

OK, first off, update 8.0 has been delayed until Jan 30th. See thread and article in spoilers.

 

Change log

Spoiler

3. Lost all the CV rework today and had to recreate it. I hope I didn't miss anything. Another article coming out on Jan 25th that will be big. 1800EST Jan 24th, 2019

4. added the Lunar container contents and info on the Fly! Strike! Win! campaign 1400 EST Jan 31st, 2019

5. added thread where we are asking the devs to tells us how to register clans for Naval Battle: A Clash Between Clans. 1421 EST, Feb 4th, 2019

6. 8.0.1 Hotfix info added and Cmdr respec extended to Feb 11th  1855EST, Feb 6th, 2019

 

Edited by Kizarvexis
The editor hates me, still can't not toggle off the strike throughs
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Stages for the First patch, 8.0, start collecting temp currencies for the early access UK CVs when they come available in patch 8.1 if Crowns and Florins are rewards in 8.0 or if they start 8.1.

See first post for complete details

 

Stage 1 Directives and Missions. Started Jan 31st. Mission lists and pics inside spoiler.

Spoiler

Directive I, complete 4 of the 6 Missions. Reward - Lunar reward crate and 500 coal

A Knife-Distance Duel
Hit enemy ships 50 times with secondary battery
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 1 Lunar Warrior one-use camo


How Long Does It Take to Learn?
Earn 3,330 base XP (before modifiers)
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 1 Lunar reward crate


Oriental Wisdom
Earn 33,333 XP (after modifiers)
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 8 DFAA II consumables


Airborne Work
Shoot Down 50 aircraft
T5+ ships in Random only as Ranked doesn't have CVs and Co-op and Scenarios do not have bot CVs
Reward - 3 Zulu signal flags


Delivering Presents
Get 12 "Torpedo hits" ribbons
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 1 Ocean Soul one-use camo


Sea Dragon: PA premiums only
Earn 1,110 base XP
Anshan, Huanghe, Loyang, Irian in Random, Co-op, or Scenario battles
Reward - 10,000 Elite Cmdr XP

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Directive II, complete 5 of the 7 Missions. Reward - Lunar reward crate and 1,000 coal

One out of Five
In 1 battle, join the top 5 in your team by XP received
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 1 Lunar Warrior one-use camo


Merry Ribbons
Get 98 ribbons
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 2 Back-2-School one-use camos


Knowledge Vault
Earn 3,500 Free XP
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 8 Engine Boost II consumables


Endless Money
Earn 888,888 credits (before deductions)
T5+ ships in Random , Co-op, Ranked, or Scenario battles
Reward - 88,888 credits


All Thanks to the AA Defenses
Shoot down 39 aircraft
T5+ ships in Random only as Ranked doesn't have CVs and Co-op and Scenarios do not have bot CVs
Reward - 1 Ocean Soul one-use camo


Sink and Burn!
Get 22 "Set of fire" or "Torpedo hits" ribbons
T5+ ships in Random, Co-op, Ranked battles
Reward - 1 Lunar reward crate


Sea Dragon: PA premiums only
Get 2 "Set of fire" or "Torpedo hits" ribbons
Anshan, Huanghe, Loyang, Irian in Random, Co-op, or Scenario battles
Reward - 10,000 Elite Cmdr XP
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Directive III, complete 6 of the 8 Missions. Reward - Lunar reward crate and 1,500 coal

Two Victories
Win 2 battles
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 1 Lunar Warrior one-use camo


Airborne Spoils of War
Shoot down 12 aircraft
T5+ ships in Random only as Ranked doesn't have CVs and Co-op and Scenarios do not have bot CVs
Reward - 1 Type 3 Ranked one-use camo


Invader or Defender?
Get 9 "Defended", "Captured", or "Assisted in capture" ribbons
T5+ ships in Random, Co-op, Ranked battles
Reward - 3 Sierra Mike Signal Flags


Battle-Hardened Warrior
Earn 39,600 Cmdr XP
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 6 Spotting Aircraft II consumables


Naval Experience
Earn 26,500 XP (after modifiers)
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 6 Fighter Aircraft II consumables


Damage to Ships
Cause 390,000 HP of damage to ships
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 1 Lunar reward crate


Eastern Wind
Help your team casue 77,543 HP of damage upon your spotting
T5+ ships in Random, Co-op, Ranked battles
Reward - 1 Ouroboros Signal Flag


Sea Dragon: PA premiums only
Get 2 "Destroyed", "Incapacitatins", or "Hits to citadel" ribbons
Anshan, Huanghe, Loyang, Irian in Random, Co-op, or Scenario battles
Reward - 10,000 Elite Cmdr XP
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Directive IV, complete 6 of the 8 Missions. Reward - Lunar reward crate and 2,000 coal

Dexterous Fighter
Receive 669,888 HP of potential damage
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 1 Lunar Warrior one-use camo


On Scouting Duty
Get 8 "Spotted" ribbons
T5+ ships in Random, Co-op, Ranked battles
Reward - 4 November Foxtrot Signal Flags


Shooting Down Aircraft
Shoot down 20 aircraft
T5+ ships in Random only as Ranked doesn't have CVs and Co-op and Scenarios do not have bot CVs
Reward - 1 Restless Fire one-use camo


Free Experience
Earn 1,660 Free XP
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 3 Torpedo Reload and 3 Main Battery Reload II consumables


Oriental Lion
Earn 1,800,800 credits (before deductions)
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 180,080 credits


Success Can Never Be Blamed
Win 6 battles
T5+ ships in Random, Co-op, Ranked, or Scenario battles
Reward - 1 Hydra Signal Flag


Inferno
Set fire 17 times to ships
T5+ ships in Random, Co-op, Ranked battles
Reward - 1 Lunar reward crate


Sea Dragon: PA premiums only
Set fire 6 times to ships
Anshan, Huanghe, Loyang, Irian in Random, Co-op, or Scenario battles
Reward - 10,000 Elite Cmdr XP

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Stage 2 Directives and Missions. Started to Feb 6th

Spoiler

Directive I, complete 4 of the 6 Missions. Reward - Lunar reward crate and 500 coal

 

A Main Battery Battering
Hit enemy ships 80 times with main battery

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 1 Lunar Warrior one-use camo

 

Ship's Chest
Earn 1,220,000 credits XP (before deductions)

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 122,000 credits

 

Dragon's Wisdom

Earn 55,555 XP (after modifiers)

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 1 Lunar reward crate

 

Keep an Eye on the Sky

Shoot Down 38 aircraft

T5+ ships in Random only as Ranked doesn't have CVs and Co-op and Scenarios do not have bot CVs

Reward - 3 Papa Papa signal flags

 

Big Hunt
Destroy 8 ships

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 1 Blue Lagoon one-use camo

 

The Long March: PA premiums only

Earn 1,110 base XP

Anshan, Huanghe, Loyang, Irian in Random, Co-op, or Scenario battles

Reward - 10,000 Elite Cmdr XP

 


Directive II, complete 5 of the 7 Missions. Reward - Lunar reward crate and 1,000 coal

 

Powerful Blow
Cause 111,000 HP of damage to ships

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 1 Lunar Warrior one-use camo

 

Dexterously Dealt Damage

Damage 80 ship modules

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 3 Juliet Charlie signal flags

 

For Freedom
Earn 1,200 Free XP

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 6 Damage Control Party II consumables


A Symbol of Knowledge
Earn 8,880 base XP (before modifiers)

T5+ ships in Random , Co-op, Ranked, or Scenario battles

Reward - 1 Lunar reward crate

 


Various Skills
Get 15 "Set of fire", "Incapacitations" or "Torpedo hits" ribbons

T5+ ships in Random, Co-op, Ranked battles

Reward - 1 FTW (For the Win) one-use camo

 


Air Fight

Shoot down 66 aircraft

T5+ ships in Random only as Ranked doesn't have CVs and Co-op and Scenarios do not have bot CVs

Reward - 8 Smoke Generator II consumables


The Long March: PA premiums only

Get 82 ribbons

Anshan, Huanghe, Loyang, Irian in Random, Co-op, or Scenario battles

Reward - 10,000 Elite Cmdr XP

 

 

Directive III, complete 6 of the 8 Missions. Reward - Lunar reward crate and 1,500 coal


Sea Lion
Hit enemy ships 66 times with main battery

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 1 Lunar Warrior one-use camo

 

Watch Out for Torpedoes
Spot 17 torpedoes

T5+ ships in Random, Co-op, Ranked battles

Reward - 1 each consumable, DFAA II, Hydro II, Main Battery Reload Booster


Steady and Slick
Receive 3,800,000 HP of potential damage
T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 3 Juliet Whiskey Unaone signal flags


Gold Dragon
Earn 2,600,800 credits (before deductions)

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 1 Lunar reward crate


Commander's Duty
Earn 39,000 Cmdr XP

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 8 Fighter II consumables


Receiving Ribbons

Get 12 "Destroyed", "Set on fire", "Torpedo hits", or "Hits to citadel" ribbons

T5+ ships in Random, Co-op, Ranked battles

Reward - 1 Mars one-use camo

 

Some More Aircraft

Shoot down 26 aircraft

T5+ ships in Random only as Ranked doesn't have CVs and Co-op and Scenarios do not have bot CVs

Reward - 1 Scylia signal flag


The Long March: PA premiums only

Earn 600,800 credits (before deductions)

Anshan, Huanghe, Loyang, Irian in Random, Co-op, or Scenario battles

Reward - 10,000 Elite Cmdr XP

 


Directive IV, complete 6 of the 8 Missions. Reward - Lunar reward crate, Year of the Pig symbol, and 2,000 coal


Spotting Needed!
Help your team cause 12,000 HP of damage upon your spotting

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 1 Lunar Warrior one-use camo

 

Enemy Spotted!

Get 9 "Spotted" ribbons

T5+ ships in Random, Co-op, Ranked battles

Reward - 1 each consumable, Engine Boost II, Spotting Aircraft II, Torpedo Reload Booster II


Battle in the Sky
Shoot down 26 aircraft

T5+ ships in Random only as Ranked doesn't have CVs and Co-op and Scenarios do not have bot CVs

Reward - 4 November Echo Setteseven signal flags


Earning Experience

Earn 39,000 XP (after modifiers)

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 1 Lunar reward crate

 

Silver Dragon
Earn 2,222,220 credits (before deductions)

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 222,222 credits

 

Honored Teammate
In 5 battles, join the top 5 in your team by XP received

T5+ ships in Random, Co-op, Ranked, or Scenario battles

Reward - 1 Full Moon one-use camo


Hammering Fire

Hit enemy ships 398 times with the main battery

T5+ ships in Random, Co-op, Ranked battles

Reward - 6 Repair Party II consumables


The Long March: PA premiums only

In 1 battle, join the top 5 among both teams by XP received

Anshan, Huanghe, Loyang, Irian in Random, Co-op, or Scenario battles

Reward - 10,000 Elite Cmdr XP


 

 

Stage 3 Directives and Missions. Expected to start Feb 13th

Spoiler

Start date TBD, SWAG is Feb 13th

 

Stage 4 Directives and Missions. Expected to start Feb 20th

Spoiler

Start date TBD, SWAG is Feb 20th

 

 

changes

Spoiler

Start date TBD, SWAG is Feb 20th

 

Edited by Kizarvexis
added Stage 1 Directives and Missions
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Stages for the Second patch, 8.1 - you definitely get temp currencies for early access UK CVs for when they come out scheduled for this update

 

Stage 1 Directives and Missions

Spoiler

Start date TBD, SWAG is Feb 28th

 

Stage 2 Directives and Missions

Spoiler

Start date TBD, SWAG is Mar 6th

 

Stage 3 Directives and Missions

Spoiler

Start date TBD, SWAG is Mar 13th

 

Stage 4 Directives and Missions

Spoiler

Start date TBD, SWAG is Mar 20th

 

 

changes

Spoiler

Per Russian Dev stream, UK CVs will be early access in 8.1 and the full line comes out in 8.2. You will be able to trade temp currencies for early access packages. This seems to be in error as CVs are not going into ST in 8.0, so early access UK CVs in 8.1 is too ambitious

 

Edited by Kizarvexis
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Stages for the Third patch, 8.2 - Premium CVs are scheduled to go on sale this patch with the CV rework changes. UK CVs will have an early access period and you can grab currencies to get them in this event. UK CVs did not go into ST in 8.0, so not sure when they will come out. Full UK CV tech tree drops.

 

Stage 1 Directives and Missions

Spoiler

Start date TBD, SWAG is Mar 28th

 

Stage 2 Directives and Missions

Spoiler

Start date TBD, SWAG is Apr 4th

 

Stage 3 Directives and Missions

Spoiler

Start date TBD, SWAG is Apr 10th

 

Stage 4 Directives and Missions

Spoiler

Start date TBD, SWAG is Apr 17th

 

 

 

Changes

 

Spoiler

Per Russian Dev stream, UK CVs will be early access in 8.1 and the full line comes out in 8.2. You will be able to trade temp currencies for early access packages. This seems to be in error as CVs are not going into ST in 8.0, so early access UK CVs in 8.1 is too ambitious.

 

Edited by Kizarvexis
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Two :Smile_great::Smile_great: Encyclopedia Kizarvexis.

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I LIKE the current Dragon port. :Smile_unsure:

OK, change it now but hopefully they put it back afterwards please.

*******

 

As a  guy really into the Pan A line, I am REALLY looking forward to this.

Edited by Anonymous50

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7 minutes ago, Anonymous50 said:

I LIKE the current Dragon port. :Smile_unsure:

OK, change it now but hopefully they put it back afterwards please.

I like them both...why not have 2 dragon ports (& for those that say there were no dragons in WWII...just because nobody seen them doesn't mean they weren't there...which just means they had both the commander skill & the detection upgrade mounted).

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50 minutes ago, Kizarvexis said:

RADAR changes are coming, maybe on 8.0 

As you are now my clan leader my insurance agent needs me to ask (due to you not possibly having the time to do all you do & be able to ever sleep) if you are a vampire...just for coverage reasons mind you...no personal data will be shared w/any outside sources.

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9 minutes ago, IfYouSeeKhaos said:

As you are now my clan leader my insurance agent needs me to ask (due to you not possibly having the time to do all you do & be able to ever sleep) if you are a vampire...just for coverage reasons mind you...no personal data will be shared w/any outside sources.

:Smile_teethhappy:

 

I like garlic too much to be a vampire.

 

I do rock the ethereal tinker-bell look sometimes. :Smile_teethhappy:

 

Let's see who gets that ref 

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Next week on Thursday there will be also a CV rework centered Dev stream, I expect some news to come from that as well Kizaverxis.

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Just now, warheart1992 said:

Next week on Thursday there will be also a CV rework centered Dev stream, I expect some news to come from that as well Kizaverxis.

I saw your mention in the Dev stream thread. I usually just use the articles, so I can grab text, pics and link to the original.

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The celestial new year starts on February 5th.  It is the year of the pig BACON!!!

 

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12 hours ago, warheart1992 said:

Next week on Thursday there will be also a CV rework centered Dev stream, I expect some news to come from that as well Kizaverxis.

I was wondering about our Commanders.  Looked through the faqs and videos, but I don't think it has been mentioned yet.

So what happens to my Hiryu Capt.  Does it get assigned to the Tier 1 ship....  or stays Hiryu(which you can't use for who knows how long) and any way you slice it I'll have to deal with ship retraining costs...  Also have a Ryujo capt already and wouldn't want my Hiryu one transferred down either..    I really don't need 2 Ryujo captains.

And slightly different with USN,  I have Independence so what happens to that capt.  Does it automatically get assigned to the Ranger,  which is now the new Tier 6 CV.  I currently don't have Ranger in port.  

 

Guess I'll keep an eye out next Thursday,  and wait for some answers.

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5 minutes ago, PtooieBoat said:

I was wondering about our Commanders. 

Tier 6 CV commander stays as a Tier 6 CV commander, the way T6 Cleveland captains were transferred to T6 Pensacola when the line-split occurred.

IIRC, the T7 CV commander would drop to T6 and be retrained.

Premium ship commanders are irrelevant as they act with no penalties, but I think they stay with their carrier when it gets uptiered.

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Totally forgot about the USN cruisers and how that was done.

 

2 minutes ago, Ensign_Cthulhu said:

IIRC, the T7 CV commander would drop to T6 and be retrained.

I don't like how this sounds though,  if I'm understanding it right.   In my case I would have 2 Ryujo Capts,  and have to spend my own time/resources to get out of it.

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There was a thread somewhere around Christmas where a fairly high up WG official ( @Boyarsky)clarified a bunch of things on how the CV rework will work with perma camos and even the Halloween camos being able to be sold in a special section of the Arsenal for doubloons.

I can't find it now though so.... I guess that's kind of lame. Should have saved the thread offline apparently  (hopefully this doesn't mean WG changed their mind on things in it.... sigh) but he indicated you will be able to sell all perma camos (including the Halloween ones).

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Cmdr skill change respecs

CV Cmdrs are definitely getting a free respec and based on comments from WG employees, it appears every Cmdr *may* get a free respec. It *may* just be Cmdrs with AA skills depending on how your parse the comments. Nothing specific has been put out as it will be in the dedicated articles with the final info. My SWAG, is that there will be a free Cmdr respec and it will be done by removing all the skills from all the Cmdrs, like what happened in the update 6.0 skill rework, BUT that is my GUESS. IIRC, there was a period after 6.0 dropped where respecs were free so you could experiment a bit. Wait for more details in the dedicated articles coming in the next few weeks.

 

Knew I would forget something. :Smile_facepalm:

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2 hours ago, enderland07 said:

and even the Halloween camos being able to be sold in a special section of the Arsenal for doubloon

That would be nice, although with the Charleston in my port, buying back the St Louis just to spend doubloons for an Igor camo seems sort of pointless. I'd been hoping for a Ghoul camo to drop in a crate so I wouldn't have to cough up doubloons for the Benson, but it wasn't to be. That ship has sailed (pun intended). (I did on the other hand pick up a pre-assigned Kiev monster captain and a camo for the Nassau, so I did not walk away from that one completely empty-handed).

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The Lunar New Year event looks great. The Dragon Port changes should be fun. The new Commanders will fit in nicely with that line for me. The permanent camouflage is nice looking, but I will likely not buy it for ships that already have one.

I expect we will see Irian.

I need to go through an log my current commander skills as many will not need to change.  However, there are a few that I have been waiting to change that I will be noting the "Proposed" skills for.

I plan to retain my CV Premiums, but convert and regrind the CV Tech Trees.  I do not plan to focus on the Directives as I have for the last few as I need a break.

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17 minutes ago, YeOldeTraveller said:

The Lunar New Year event 

I'm going to be away for most of this. I showed the crate and camo images to my wife, who was very pleased with the eye candy. We will see how much said eye-candy takes out of my wallet. If we are getting any ongoing collections for this or the fly-strike-win event, I will probably shell out for at least one crate to start them if I can't win any  before I leave.

We shall see what fly-strike-win offers as a prize. I don't know what my chances are like if I'm going to miss the entire first month, but I'll get what I can when I return.

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1 minute ago, Ensign_Cthulhu said:

I'm going to be away for most of this. I showed the crate and camo images to my wife, who was very pleased with the eye candy. We will see how much said eye-candy takes out of my wallet. If we are getting any ongoing collections for this or the fly-strike-win event, I will probably shell out for at least one crate to start them if I can't win any  before I leave.

We shall see what fly-strike-win offers as a prize. I don't know what my chances are like if I'm going to miss the entire first month, but I'll get what I can when I return.

Hopefully, the perma-camo will be rewards.

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Premium CVs

There are currently 4 premium CVs in the game; T7 Saipan, T7 Kaga, T8 Enterprise and T8 Graf Zeppelin. Saipan and Kaga will be rebalanced and moved to T8 along with Enterprise and Graf Zeppelin. Compensation for those that want to return one or more premium CVs will be discussed in future articles. The new premium CVs *may* go on sale during 8.0, but it is much more likely IMO, for the tech tree CVs to under go final balancing and then premium CVs to be sold. We will find out more in upcoming articles.

 

First of the dedicated CV articles on how to control CVs and planes. https://worldofwarships.com/en/news/development/cv8-how-to-play/

 

8.0 is scheduled for Jan 30th and may be 4 weeks long

8.1 appears to be scheduled for Feb 27th and may be 4 weeks long

8.2 most likely will be scheduled for Mar 27th and may be 4 weeks long

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CV & AA upgrades

The CV upgrades and the two AA upgrades will be affected by the CV rework. Nothing was said about free demounts for CV upgrades or the AA upgrades in the Jan 24th CV article.

Spoiler

Upgrades affecting squadrons

Air Groups Modification 1 slot 1
Increases the speed of aircraft returning to the carrier.

 

Aircraft Engines Modification 1 slot 2
Increases the Engine Boost time of a carrier's squadrons.

 

Torpedo Bombers Modification 1 slot 3
Extends the attack time of torpedo bombers.

Attack Aircraft Modification 1 slot 3
Extends the attack time of attack aircraft.

 

Torpedo Bombers Modification 2 slot 4
Increases torpedo bombers HP.

Attack Aircraft Modification 2 slot 4
Increases attack aircraft HP.

Dive Bombers Modification 2 slot 4
Increases dive bombers HP.

 

Concealment System Modification 1 slot 5
Decreases the detectability range of your ship and aircraft; increases the dispersion of shells fired by enemies attacking your ship.

Flight Control Modification 1 slot 5
Accelerates aircraft servicing and increases the maximum number of aircraft on deck.

 

Flight Control Modification 2 slot 6
Increases the cruising speed of a carrier's squadrons.

Air Groups Modification 2 slot 6
Increases the HP of a carrier's aircraft.

 

 

Upgrades affecting AA defenses
 

AA Guns Modification 1 slot 3
Increases the number of explosions in salvos from mid-, and long-range AA guns.

AA Guns Modification 2 slot 6
Increases the continuous damage of short-, mid-, and long-range AA guns. Increases damage per second within the explosion radius of shells fired by mid- and long-range AA defenses.

 

Unique Upgrades
We're currently working on them, but players who have already managed to obtain them will keep them. However, it’s not currently possible to install them on aircraft carriers for now and they'll remain "frozen" for some time.

 

 

 

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