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Update 0.8.6. French Destroyers

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Hey Captains,

The server will be unavailable on Wednesday, July 24th from: 6 AM ET / 3 AM PT - 9 AM ET / 6 AM PT. 

Version 0.8.6 ushers in a series of updates dedicated to French destroyers! So, what do you get?

  • A branch of French destroyers in early access.
  • A new in-game event with Premium destroyer Siroco as a reward.
  • The revamped Port of Marseille.
  • Symbols of France.
  • A number of balance-related changes; and new seasons of Ranked and Clan Battles.

FRENCH DESTROYERS

French DDs.jpg


Welcome to the Port of Marseille!

Marseille.jpg

Tier V-IX French destroyers are coming to early access. How does the new branch stand out?

  • The unusual characteristics of their hulls: the hit points of the French destroyers’ hulls can be reduced to zero, just like the HP of ships’ ends. The result is that after receiving several hits, this part of the ship will receive just half the typical damage.
  • The absence of the Smoke Generator consumable is compensated for by the ships’ high speeds and the enhanced Engine Boost consumable they carry.
  • Starting at Tier VI, French destroyers are equipped with the Main Battery Reload Booster consumable, which is quite an extraordinary feature for this ship type.
  • Starting at Tier VIII, the new destroyers enjoy flat-trajectory ballistics and AP shells with a high armor-penetration capability for their ship type. This enables players to confidently inflict damage to the citadels of enemy cruiser at medium ranges.

Fr DDs.jpg

Activate Symbols of France, complete the tasks of the Directives and obtain French Destroyers containers which may, with a certain chance, drop a combat mission that unlocks early access to one of the following French destroyers: Tier V Jaguar, Tier VI Guépard, Tier VII Vauquelin, or Tier VIII Le Fantasque.


Symbols of France

Take a good look at the ship carousel in the Port. You'll see new symbols—Symbols of France—displayed above re-searchable Tier V-X ships, as well as Tier II–X Premium and special ships.

symbols.jpg

Symbols of France work much the same way as the "stars" that score a daily bonus for the first win of the day. But unlike stars, they can only be activated once throughout Update 0.8.6. For the duration of the update, your first win with a ship marked with a Symbol of France will either bring you Coal or a new temporary resource—Republic Tokens.

Symbols of France will also appear on ships purchased, bought back, or received from containers in Update 0.8.6.


Directives

Directives are available to players with access to the combat missions feature in the Service Record. Novice players will have to play 70 battles in any accessible battle mode to unlock access.

Directives start at: Thursday, July 25th 7 AM ET / 4 AM PT and end on Monday, August 19th at 5 AM ET / 2 AM PT.

By completing combat missions and Directives, you'll earn various in-game items and French Destroyers containers. These containers have a chance of dropping a combat mission with its reward being early access to Tier V–VIII French destroyers. The main rewards will be French destroyer Tier V Siroco and her permanent camouflage.

directives.jpg


Republic Tokens

Symbols of France are not the only way to lay your hands on Republic Tokens. Got Tier V Jaguar, Tier VI Guépard, Tier VII Vauquelin, Tier VIII Le Fantasque or Tier V Siroco? Complete a one-time combat mission for each of the ships: earn 15,000 XP and get 250 Republic Tokens as a reward. A similar mission is available for completion with Premium cruiser Tier VIII Bayard.

You can exchange Republic Tokens in the Armory for the French Navy permanent camouflage designed for Tier V–VIII French destroyers, as well as for the sequentially available set of bundles that carry various game items. Having obtained all these bundles, special random bundles will become available in exchange for doubloons.

  • All the rewards are visible in advance: the bundles’ contents and their amounts are displayed when viewing the currently available bundle.
  • After each random bundle exchange, one new random bundle opens out of 30 available.
  • One of the random bundles drops French destroyer Tier IX Mogador with the French Navy permanent camouflage.

bundles.jpg

If you hover the cursor over the bundle's description in the list, you'll see how many of those bundles you've already received. Having collected all the bundles, you're guaranteed to have obtained all the available rewards.

Please note: Tier IX Mogador and Tier X Kléber will become available for research in Update 0.8.8.


CLAN BATTLES

cb6.jpg

Season 6 of Clan Battles, code-named "Neighbors," will be held in a format that differs from that of regular Clan Battles: battles will involve only Tier VIII ships and will be held in a "6 vs. 6" format. All ships are eligible, except for aircraft carriers. Apart from this, each team is limited to having one battleship. Victorious battles can bring you a total of up to 8,750 Steel!

Season starts on: July 31st and ends on September 15th, 2019.

Similar to Season 5, Clans are free to select the prime time that best suits them.

ASIA 11:30 — 15:30 UTC
RU 16:00 — 20:00 UTC
EU 17:00 — 21:00 UTC
NA 23:30 — 03:30 UTC

Please note that on the release days of any updates, no Clan Battles will be held.


RANKED BATTLES

ranked13.jpg

On August 8, we launch a new Season of Ranked Battles! Battles will involve only Tier IX ships and will be held in a "6 vs. 6" format. Rewards will include various in-game goodies, up to 5,500 Steel, and the Jolly Roger commemorative achievement for those who make it to Rank 1.


GAME MAPS AND MODES

dover.jpg

The legendary white facade of the cliffs of Dover has looked over the final resting place of many a ship in the annals of history. In Update 0.8.6, a new map called Crash Zone Alpha is set to appear in the game for Tier VIII–X Random Battles in Domination mode. The map has two versions: with three and four key areas, respectively. In Random Battles played in Domination mode, the key areas are not congested with islands. The islands are located along the flanks, making approaching them safer and flank attacks more effective. Some of the islands have elevated areas with different heights, so care should be taken when choosing cover. In Clan Battles the "home" key areas of the teams are located quite close to each other, which will force the teams to seek new combat and attack tactics.

3 zone.PNG

4 zone.PNG

The Greece map has been updated with the addition of sunny weather. Besides this, the islands located rear of the teams have been reworked and will now act as more reliable cover.

sunny greece.PNG

The updated Raptor Rescue operation is back: AI opponents have had all their skills, upgrades, and enhanced consumables reset, and the composition of enemy groups has changed.

Aircraft carrier bots have returned to Co-op Battles. Now, a player on an aircraft carrier will face not a battleship, but an aircraft carrier. Moreover, bot-controlled carriers may also appear in battles for novice players and are accessible in Training Battles, too.


ARMORY

armory.jpg

A new tab has been added to the Armory, dedicated to French destroyers.

Republic Tokens can be obtained only throughout Update 0.8.6. You can exchange them in the Armory before Update 0.8.8 goes live.

We've added five new historical Commanders: Friedrich Bonte, Horace Hood, Matsuji Ijūin, Vladimir Trubetskoy, and Theodore Chandler. They are available in the Armory for 1,500 doubloons and come with 10 skill points. Each of them is a real historical figure. In every other respect, they are similar to the "conventional" commanders available in the game. The Commanders can be obtained only once per account.

commanders.jpg

We’re continuing to offer new camouflage patterns in the Armory, obtainable in exchange for Ranked Tokens and Clan Tokens. In Update 0.8.6, cruiser Tier VII Flint gets a camouflage called Ultimate Wolf.

flint.jpg

The Ultimate Wolf camouflage features:

  • −3% to the ship’s detectability range by sea
  • +4% to the dispersion of shells fired by enemies at your ship
  • +100% XP per battle
  • +100% Free XP per battle
  • +100% Commander XP per battle
  • −10% to the cost of the ship's post-battle service

In Update 0.8.6 you will still be able to exchange Fuel Tokens for rewards from the Rogue Wave event. When Update 0.8.7 hits the servers, all Fuel Tokens will be converted into credits at an exchange rate of 1:22,500.

Please note: with the release of Update 0.8.6, Provision Tokens will be converted into credits at an exchange rate of 1:22,500, and the "Victory: Part 2" section will no longer be available in the Armory.


TECHNICAL IMPROVEMENTS

technical.jpg

  • The in-game lighting model has been updated. This is an important change that opens the doors to a graphics update for the game in the future. The new lighting model will bring visible changes to Ports and certain maps. We're going to gradually release further updates for Ports and maps, implementing the new lighting system.
  • We've enhanced the anti-aliasing which removes ripples when the Sea Rendering Quality is set to Medium or higher in the Graphics Settings.
  • Apart from that, dynamic texture streaming has been enhanced. This change will slightly improve performance in battle.

GAME BALANCE CHANGES

French cruiser Henri IV:

  • The reload time of the ship's main battery guns has been increased from 12.3 to 13 seconds.

Tier X Henri IV is one of the most powerful Tier X cruisers in the game. This fast-moving ship is capable of inflicting considerable damage with her HE shells, and the Main Battery Reload Booster consumable only makes her yet more formidable. To balance the strength of the cruiser, we’ve increased the reload time of her main battery guns.

German cruisers Roon and Hindenburg:

  • The reload time of the ships' main battery guns has been reduced from 11 to 10.5 seconds.

In Update 0.7.6, the ships' main battery reload time was increased. However, game balance is by no means a static thing, and subsequent changes rendered Roon and Hindenburg inferior to other ships of the same type in terms of their overall battle efficiency. In Update 0.7.9, they were equipped with an extra charge of the Repair Party consumable. The ships, however, were inferior to other same-type ships in terms of their overall efficiency. Now their guns will reload faster, increasing the aggregate amount of damage they can deal.

German 105 mm secondary battery guns mounted on Tirpitz, Bismarck, Graf Zeppelin, and Tier VIII-X cruisers:

  • We’ve increased the armor-penetration capability of their HE shells from 17 to 25 mm. This change will enable 105 mm shells fired by the secondary battery guns of the German ships to penetrate the hull plating of destroyers, cruisers, and Tier VI–VII battleships.

U.S. destroyer Gearing:

  • The reload time of Gearing's researchable torpedo tubes has been reduced from 136 to 122 seconds.

With Update 0.7.6 this destroyer was equipped with Mk16 mod. 1 torpedo tubes similar to those carried by Fletcher. Now, we want to bring the ship's stock and re-searchable torpedoes (each offering its own play style) to balance in terms of combat efficiency.

Soviet destroyer Grozovoi:

  • The reload time of the ship's main battery guns has been increased from 4 to 4.2 seconds.

A handsome set of consumables and powerful guns allow this ship to be one of the most effective destroyers at Tier X. In order to better balance her against her counterparts, the main battery reload time has been increased.

Pan-Asian destroyer Chung Mu:

  • The reload time of the ship's main battery guns has been increased from 3.3 to 3.5 seconds.
  • The reload time of Chung Mu's re-searchable torpedo tubes has been increased from 106 to 122 seconds.

Pan-Asian destroyer Yueyang:

  • The reload time of the ship's torpedo tubes has been reduced from 156 to 146 seconds.

This change will better balance Pan-Asian ships against their counterparts.

British destroyer Jutland:

  • The reload time of the ship's main battery guns has been increased from 3.5 to 4 seconds.

Jutland is an excellent close-range fighter, but her overall combat efficiency turned out to be excessively high. This change will bring Jutland back into balance with other same-type ships.

Japanese battleship Kii:

  • The armor thickness of the citadel deck has been increased from 22 to 32 mm.

After penetrating Kii's belt armor, shells with a caliber of 356 mm or higher would not ricochet against the thin armor of the citadel deck, and often pierced it. This change is aimed at improving the ship's durability.

German destroyer Z-23:

  • The HP pool of the stock hull has been increased from 14,700 to 16,700.

The difference in number of hit points between the stock and researchable hulls equals 4,800—an impressive amount for a destroyer. We’ve reinforced the stock hull for a smoother transition.

British cruiser Emerald:

  • The armor thickness of the citadel deck has been increased from 25 to 40 mm.

By increasing the thickness of the deck armor, we’ve added more protection for the cruiser's citadel deck against penetrations by attack aircraft rockets, 203 mm HE shells, and no-ricochet penetrations by AP shells.

Tier VI Hatsuharu, Tier VI Gnevny and Tier V Nicholas have had their stock hulls updated. Now, visually and in terms of armament, the stock hulls are closer to the re-searchable ones.

Japanese destroyer Hatsuharu:

  • The Hatsuharu (A) hull now comes with two paired main guns (127 mm/50 3rd Year Type mod. B).
  • The AA defenses of the Hatsuharu (A) hull are now represented by four paired automatic anti-aircraft machine guns (25 mm/60 Type96 Twin mod.1).
  • The Hatsuharu (A) hull now has one AA zone that deals 70 HP of damage per second, with an 85% hit probability and an action range of 0.1–1.9 km.

Soviet destroyer Gnevny:

  • The anti-aircraft guns aboard the Gnevny (A) hull comprise two 76 mm 34-K guns, three 45 mm 21-К guns, and four 12.7 mm DShK machine guns.

U.S. destroyer Nicholas:

  • The main battery guns of the Nicholas (A) hull now include four 127 mm/51 Mk7 mod. 2 guns.
  • The aiming angles of the main guns have been changed.

British battleships King George V, Lion, Duke of York, Monarch, and Conqueror:

  • The citadel has been elevated and now occupies part of the ships' casemates.
  • The Repair Party consumable has been changed:
    • The restoration of the casemate (non-citadel) damage has been increased from 60% to 75%.
    • Tier VII Duke of York will get one extra charge of the consumable.
    • Tier VII King George V, Tier VII Duke of York and Tier VIII Monarch will now have 0.6% restored of their maximum HP pool per second as opposed to 0.5% as it was previously.
    • For Tier VII King George V, Tier VIII Monarch and Tier VII Duke of York, the cooldown time of the Repair Party consumable has been reduced from 120 to 90 seconds.
    • For Tier IX Lion and Tier X Conqueror, the cooldown time has been reduced from 180 to 120 seconds.

Exposing their broadsides to an enemy’s salvo is the worst mistake most ships can make. However, due to their low-sitting citadels and long-distance combat tactics, the consequences of such an error for Royal Navy battleships were much less tangible. These changes will enable enemy ships to teach British battleships a good lesson about the results of carelessly exposing their broadsides by causing them some considerable damage. However, if players manage to avoid such mistakes and skillfully use the improved Repair Party consumable, the survivability of these Steel Monsters will only improve.

conq.jpg

Japanese carrier Hakuryu:

  • The J5N Tenrai Type 91 mod. 8 torpedo bombers are no longer available. If you’ve already researched them, you’ll get 38,000 Free XP. If you’ve already purchased them, you'll get 2,500,000 credits. If you had these torpedo bombers placed on the aircraft carrier, they will be replaced with the C6N Saiun aircraft, even if you don't currently have them in your Inventory.

The main weakness of the carriers represented in the game—Tier X Hakuryū being no exception—manifests itself in a group of ships covering each other against attacks from the air. In their current state, torpedo bombers with a long attack range are substantially inferior to standard torpedo bombers in terms of their combat efficiency. This change in the parameters of the J5N Tenrai Type 91 mod. 8 aircraft was checked during the Public Test of Update 0.8.4. The test showed that strengthening these parameters removes this shortcoming of the Japanese carrier, turning her into a multi-purpose ship capable of attacking any target. Bringing those settings to balance would require almost a complete overhaul of the parameters for the carrier and all of her squadrons, thus changing the very underlying concept of the ship. For that particular reason, we decided to remove these torpedo bombers.

AA Defenses

Anti-aircraft guns now deal permanent damage several times per second. Previously, the frequency of damage depended on the type of gun. To make the operation of AA defenses more stable, we've standardized damage infliction. The damage value will also be recalculated in consideration of the increased frequency. This is a merely technical change aimed at removing some inconsistencies, with the total damage per second remaining nearly the same. Apart from that, if a ship’s particular AA zone used to deal less than 18 HP of damage per second, it will now deal 18 HP of damage per second, provided all AA guns are operable.


CONTENT ADDITIONS AND CHANGES

A new camouflage called "Red Heat" has been added, providing the following bonuses:

  • −3% to the ship’s detectability range by sea
  • +4% to the dispersion of shells fired by enemies at your ship
  • +100% XP per battle
  • +100% Commander XP per battle

red heat.jpg

A commemorative flag called "St. George Flag" and a background for the "Arctic" patch have been added. How can you get them? Details will soon appear on the portal, so stay tuned!

Battleship Tier X Ohio has been added for testing by developers, supertesters, and community contributors.


OTHER CHANGES AND IMPROVEMENTS

The automatic collision alert system has been upgraded. Now, it will divert ships from islands more reliably, with manual control always being a priority.

  • Added descriptions for achievements that can be earned in Operations, and an icon for the Torpedoman achievement.
  • Fixed the description of 200 mm secondary battery shells for Tier VIII Kaga.
  • Fixed a bug which caused a notice regarding an insufficient amount of credits for ship servicing to be displayed, even after replenishing credit stocks.
  • Fixed a bug which caused a pop-up tip about the availability of several color schemes for a camouflage to overlap with a pop-up tip of the camouflage itself.
  • Fixed a bug which caused the badge of a Division to overlap with a player's nickname.
  • Fixed a bug which caused the text of a notification on the selection of Colored Shell Tracers and a Broad Pennant to exceed the limits of the notification box.
  • Fixed a bug which caused damage dealt by ramming to be less than it should have been according to the mechanics of the game.
  • Fixed a bug which caused the game client to crash when using an incorrectly generated Preferences file.
  • Fixed a bug which caused a voiceover notification to be played back after allied or enemy fighters or spotting aircraft have been destroyed, or after their action time has expired.
  • Fixed a bug which could cause a fire effect to remain in the air when landing aircraft on the carrier while being attacked by hostile fighter aircraft or AA guns.
  • Fixed a bug which triggered the Radio Location skill to show the direction of buildings in Operations and special battle modes.
  • Fixed a bug which caused, in certain situations, the accompanying sound of the player-selected Port to be played back in battles.
  • Fixed a bug that caused the game client to shut down when switching to the Flags tab in the Exterior section of the Port.
  • Fixed an issue affecting the display of a pop-up tip about the possibility of researching ships in the Tech Tree.
  • Fixed the display of the menu at a screen resolution of 2560x1440.
  • The pop-up tip for the Recruiting Station button that’s available in the account menu has been updated.
  • Fixed a bug which made it possible for shells to deal damage when hitting an already destroyed torpedo launcher.
  • Fixed a bug which caused the aiming reticule of an air group to jump around after the Adrenaline Rush skill has been mastered.
  • Clans will no longer have levels assigned to them. Now, all bonuses which opened up as a Clan progressed from level to level will be available at once. This change will help novice players to pick up the basics of the existing Clan structure.
  • The description of the Canada Day patch has been updated.
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@Kami, will Siroco be available for purchase in the Premium Shop at the outset of the event, like Hill was for Rogue Wave?

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I thought the historic commanders were going to cost credits or coal? Oh well, guess I won't be getting any of them.

Just a 10 point commander with no special skills costing in dub value comparable to commanders with said skills is kind of baffling. Many people literally have more commanders than they have ships for, so I doubt anyone is really going to be motivated to pay money for relatively obscure historic commanders. 

Edited by BlizzardHero
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Main thing I'm sad about is Duke of York.  Got her from some event last year.  I actually like her even with all her short comingsl  LittleWhiteMouse's review was spot on.  She shouldn't have been released as she was.  Now there going to hit her with the nerf bat?  wth?

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3 hours ago, Kami said:

 


Symbols of France

Take a good look at the ship carousel in the Port. You'll see new symbols—Symbols of France—displayed above re-searchable Tier V-X ships, as well as Tier II–X Premium and special ships.

symbols.jpg

Symbols of France work much the same way as the "stars" that score a daily bonus for the first win of the day. But unlike stars, they can only be activated once throughout Update 0.8.6. For the duration of the update, your first win with a ship marked with a Symbol of France will either bring you Coal or a new temporary resource—Republic Tokens.

Symbols of France will also appear on ships purchased, bought back, or received from containers in Update 0.8.6.

Looks like we're getting an excuse to play some old school ships, just like the Snowflake event.  I like this idea, as it's going to give me an excuse to mix up my gameplay a bit and play some unused port queens that have been rusting away for awhile.

But just a suggestion for next time.....maybe add a reward increase of two tokens (or whatever currency the next event offers) instead of one for Premiums and/or T10 ships, kind of like how more steel was rewarded for Premium Ships and high tiers ships in the Snowflake event.  Otherwise, it doesn't make much logical sense to get the same reward for playing Aurora at T2 as opposed to Jean Bart at T9.

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42 minutes ago, Ace_04 said:

Looks like we're getting an excuse to play some old school ships, just like the Snowflake event.  I like this idea, as it's going to give me an excuse to mix up my gameplay a bit and play some unused port queens that have been rusting away for awhile.

But just a suggestion for next time.....maybe add a reward increase of two tokens (or whatever currency the next event offers) instead of one for Premiums and/or T10 ships, kind of like how more steel was rewarded for Premium Ships and high tiers ships in the Snowflake event.  Otherwise, it doesn't make much logical sense to get the same reward for playing Aurora at T2 as opposed to Jean Bart at T9.

Hey Ace_04,

This article goes into a lot more detail about the event itself: https://worldofwarships.com/en/news/game-updates/french-destroyers-the-full-guide/

Using your example, the Aurora would give you 200 coal and the Jean Bart would give you 20 Republic Tokens. 

graph.PNG

I believe this visual has a bit more detail on what you can get when you are looking at premiums versus non-premiums. This visual is also found in the article above.

Hopefully this helps with your point about Aurora and Jean Bart.

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Just now, Kami said:

Hey Ace_04,

This article goes into a lot more detail about the event itself: https://worldofwarships.com/en/news/game-updates/french-destroyers-the-full-guide/

Using your example, the Aurora would give you 200 coal and the Jean Bart would give you 20 Republic Tokens. 

graph.PNG

I believe this visual has a bit more detail on what you can get when you are looking at premiums versus non-premiums. This visual is also found in the article above.

Hopefully this helps with your point about Aurora and Jean Bart.

Ok, thanks for clarifying, @Kami.

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MY TIME HAS COME.

 

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looks like 1400 tokens are really hard to get. 

All 20 lines of researchable ship will only give you 900 after 80 wins, plus need 40 premium ships with 40 wins.

after that draw average of 15 times 15000 doubloons to get a tier 9+camo

i would just free XP (๑•̀ㅂ•́)√

Edited by GORDONYZ

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5 hours ago, Kami said:

The test showed that strengthening these parameters removes this shortcoming of the Japanese carrier, turning her into a multi-purpose ship capable of attacking any target. Bringing those settings to balance would require almost a complete overhaul of the parameters for the carrier and all of her squadrons, thus changing the very underlying concept of the ship. For that particular reason, we decided to remove these torpedo bombers.

The test showed that strengthening these parameters removes this shortcoming of the Japanese carrier, turning her into a multi-purpose ship capable of attacking any target.  This is a bad thing? 

Bringing those settings to balance would require almost a complete overhaul of the parameters for the carrier and all of her squadrons, thus changing the very underlying concept of the ship. For that particular reason, we decided to remove these torpedo bombers.

So... too much of a challenge for you eh? At least you're able to admit it. I'm pretty much done with carriers I do believe. 

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Quote

 

British battleships King George V, Lion, Duke of York, Monarch, and Conqueror:

  • The citadel has been elevated and now occupies part of the ships' casemates.
  • The Repair Party consumable has been changed:
    • The restoration of the casemate (non-citadel) damage has been increased from 60% to 75%.
    • Tier VII Duke of York will get one extra charge of the consumable.
    • Tier VII King George V, Tier VII Duke of York and Tier VIII Monarch will now have 0.6% restored of their maximum HP pool per second as opposed to 0.5% as it was previously.
    • For Tier VII King George V, Tier VIII Monarch and Tier VII Duke of York, the cooldown time of the Repair Party consumable has been reduced from 120 to 90 seconds.
    • For Tier IX Lion and Tier X Conqueror, the cooldown time has been reduced from 180 to 120 seconds.

Exposing their broadsides to an enemy’s salvo is the worst mistake most ships can make. However, due to their low-sitting citadels and long-distance combat tactics, the consequences of such an error for Royal Navy battleships were much less tangible. These changes will enable enemy ships to teach British battleships a good lesson about the results of carelessly exposing their broadsides by causing them some considerable damage. However, if players manage to avoid such mistakes and skillfully use the improved Repair Party consumable, the survivability of these Steel Monsters will only improve.

 

@Kami, there is no mention here of the sigma change to Conq. Did that BB actually get an increased sigma? Did other UK BBs get increased sigma?

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1 hour ago, Herr_Reitz said:

The test showed that strengthening these parameters removes this shortcoming of the Japanese carrier, turning her into a multi-purpose ship capable of attacking any target.  This is a bad thing? 

Bringing those settings to balance would require almost a complete overhaul of the parameters for the carrier and all of her squadrons, thus changing the very underlying concept of the ship. For that particular reason, we decided to remove these torpedo bombers.

So... too much of a challenge for you eh? At least you're able to admit it. I'm pretty much done with carriers I do believe.

And multi purpose? Their slow torps, long time to arm, not that efficient against destroyers or cruisers unless they hide under smoke and don't move. The only result is that Hakuryu will be less fun to play, just a super Shokaku, super super Ryujo.

 

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Yueyang will still be dead. A token buff on the torpedo reload from "apocalyptically terrible" to "really, really bad" isn't going to revive it. The massive torpedo reload and, in particular, gun reload nerfs ended the Pan Asian DD line at tier IX. Chung Mu is getting similar treatment now, but at least WG didn't put both barrels in it like they did with Yueyang. It will still be viable, if unremarkable, post nerf.

Edited by AdmiralPiett
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5 hours ago, Kami said:

Hey Ace_04,

This article goes into a lot more detail about the event itself: https://worldofwarships.com/en/news/game-updates/french-destroyers-the-full-guide/

Using your example, the Aurora would give you 200 coal and the Jean Bart would give you 20 Republic Tokens. 

graph.PNG

I believe this visual has a bit more detail on what you can get when you are looking at premiums versus non-premiums. This visual is also found in the article above.

Hopefully this helps with your point about Aurora and Jean Bart.

@Kami in the full event guide for 0.8.6 below the chart showing the tokens or coal for the different tiers and premiums it says “bonuses can be obtained for a win in any battle type, other than clan or training.” 

Does this mean there are bonuses on top of the tokens or coal noted  in the chart or are these “bonuses” just eluding to the coal or tokens themselves?

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22 hours ago, Kami said:

Japanese carrier Hakuryu:

  • The J5N Tenrai Type 91 mod. 8 torpedo bombers are no longer available. If you’ve already researched them, you’ll get 38,000 Free XP. If you’ve already purchased them, you'll get 2,500,000 credits. If you had these torpedo bombers placed on the aircraft carrier, they will be replaced with the C6N Saiun aircraft, even if you don't currently have them in your Inventory.

The main weakness of the carriers represented in the game—Tier X Hakuryū being no exception—manifests itself in a group of ships covering each other against attacks from the air. In their current state, torpedo bombers with a long attack range are substantially inferior to standard torpedo bombers in terms of their combat efficiency. This change in the parameters of the J5N Tenrai Type 91 mod. 8 aircraft was checked during the Public Test of Update 0.8.4. The test showed that strengthening these parameters removes this shortcoming of the Japanese carrier, turning her into a multi-purpose ship capable of attacking any target. Bringing those settings to balance would require almost a complete overhaul of the parameters for the carrier and all of her squadrons, thus changing the very underlying concept of the ship. For that particular reason, we decided to remove these torpedo bombers.

This - THIS - is why we can't have balanced carriers. No duh longer range attacks are less effective especially when unlike a DD you get no aim thing to determine better what place to drop them. But long range attacks was mostly desperation especially of those that aren't some ultra instinct god at dodging AA at that tier, because the Tier X and IX ships and even some VIII's have stupidly high AA, even against Hak and Midway. Also, news flash - all these CV's can attack any target, long as they can get through the AA. CV's, as currently designed, have no clear purpose, they have no thing that makes one go "oh, yeah, this one is better at attacking these over those" Beyond AP bombs, that are wrong, being bad against DD's on IJN and UK at times plain sucking against everything. There is no real discernible concept to any of these carriers, beyond a case like Kaga where it seems the case is "My planes are legion". But instead of looking that maybe, JUST MAYBE, the carrier needs a change to it's 'concept' - nah you just throw the planes away, screw doing that work. A lot of the changes throughout this rework have not been what is right - but what is easy. But let's go back to concepts.

 

Lets take the 4 national CV's we have at the moment. Aside from the fact they should have odd tiers and all 4 should have full lines, they should all have something they are better at attacking normally, with the ability to tweak what mission they go for, some a bit more than others possibly. Even with odd tiers - 3 of the nations can field in game already can field 2 branches, UK can go the extra mile with 2 4-10 with odd tier branches.

UK-1 (current tree concept) - rework the level bombers to be either glide DB's or straight up DB's that use multiple bombs, possibly slightly larger ones than now in cases but typically 250 lb's on low tiers, 500 lbs on high. Give the 6 inch RP-3's proper penetration (they have a higher velocity than the HVAR and a 6 inch warhead, there is no reason in game they should have the lower pen they have) and maybe tweak torpedoes a bit. Things that would gear this UK line to be more of a light cruiser hunter, with a bit of ability to DD hunt. It can still damage other things, but that's what it's best at. With options like say AP on rockets and/or bombs or different torp types, whatever.

UK-2 - Can be the UK's capital ship hunter type focusing on heavier bombs and torpedoes better geared to sink BB's/CV's, one concept I even had was trading a smaller DB group for a second small TB group (if the main 2 slot TB's are say 5 planes per attack and say 3 attacks, this would be another small one of say 3x3 in slot 3)

IJN-1 (current concept) - AP bombers reworked to their correct use as level bombers (not until basically end of the tech tree at tier 10 did they have anything maybe capable of using the 800 kg AP bombs in a dive). Swap out the wrongly used or mislabeled rockets for either the ones closer to the German 21 cm rockets (roughly 8 inch shell) or even at this point screw it cause were using rockets and go with an option at higher tiers of the IJA's spun off program that developed a rough equivalent to Tiny Tim, combined with a 4 plane wide spread of torps like the old days - and gear them to attack capital ships. With the 800 kg HE and having the 21 cm still as an option, maybe even torp options, A BB/CV killer that can maybe dip in to CA a bit.

IJN-2 - Can be geared with the fighters carrying the historically accurate HE bombs, TB's, and DB's carrying smaller SEMI-AP bombs. Depending on the exact way you work the SAP bombs - this could be more a DD/CL hunter depending on exact balance of things.

USN-1 - ideally a line of all the purpose built CV's that were loaded out more and more for attack roles as the war progressed, having a heavier focus on DB's and TB's that say have more torps dropped per group that have lower damage and various bombs, but generally geared toward what is more anti-CA/some CL work given tough planes to ram through AA. But could keep options like TT's and heavier bombs, as well as AP options, to adjust it's mission a bit more toward possibly a bit more CA/BB.

USN-2 - Ideally the converted CV's/proposals (like Iowa and Alaska conversions among others), these having more of a focus on the rocket armed fighters and Dive Bombers with multiple ordnance of lower yields. Tilted more toward hunting CL's with maybe options as it goes up like the TT's or different bomb weights besides just AP instead of HE or vice versa that depending can tweak it to CL/CA attacks or CL/DD attacks.

Germany - Planes with rockets, either the modified A4M's for GA or the 21 cm ones, AP DB's instead of TB's, HE DB's, with that legendary accuracy. DD hunters that can be great at attacking CL's too. Though possibly instead of say 3 smaller bombs per plane an option of 1 larger one, that can shift the profile to attacking heavier ships instead. 

 

2 lines (IJN 2 and Germany) that target DD's more, and have somewhat different ways of going about it. 2 lines (USN 2 and UK-1) that attack light cruisers, but with different methods. 1 line (USN-1) geared more to attack heavy cruisers and 2 lines (IJN-1 and UK-2) geared more to attack capital ships with differences.

Like any other ship in game - they can still attack the others, they just won't be as effective. And where as 'normal' ships can tweak captain skills and modernization's to maybe tweak a little what their ship is better at, though not usually much, the CV's that are way more rigid on skills and odds have options in modules that let them tweak what they are better at fighting before they join a match. Which keeps in line them being a tad more multi-purpose and flexible - but essentially gives the CV player before they hit battle, unlike the other ships a version of "Nagumo's Dilemma". Generally all these I suggest having options that can shift the gameplay to focusing on a different target type, but lets go with the one that'd freak people out more my UK suggestion of a ship that has an option between heavier bomb armed DB's or being a second smaller TB group. In terms of spacing gaps as it's meant for BB attack would be wider and easier for smaller ships to dodge, with possibly only rockets as a more reliable weapon to attack the more agile targets. If you hit battle with TB's, but MM gives you a match with maybe 3 capital ships and 9 cruisers and DD's - you can still do something, maybe get some lucky/skill torp hits, but going to be a bit less effective than had you been given a match that was mostly BB's and the enemy CV. With the reverse being true for having the bombs, torps are naturally better for the BB's, but get a heavier cruiser/DD make up the bombs are better to be armed with. 

 

At which point - you base the spread, pattern, and aim point on role and flavour in cases, and damage on volume of ordnance and role. lighter, higher accuracy ordnance for dd hunting that has lower damage, heavier high damage weapons that are meant to rain on the BB or CV's parade, and the ones in the middle for the 2 types of cruisers. Which is basically in line with balancing the rockets and bombs with the various shells they roughly correspond to of ships (or in some cases were literal conversions of those same shells) and well, torps are torps but damage based on role. And that right there is about half the issue with CV's - lack of clear defined roles and damage/accuracy. Then you just have to fix AA balance so tier +2 AA ships are not gods of death, especially at tier 10, -2 ships are not woefully inept with AA, undo the spotting range nerf to CV's but remove the ability for them to 3d spot for the team, minimap spotting only for anyone but themselves (solves really the entire scouting issue set) and readjust carriers to be more similar to Kaga having reserves that match or close to it their historical counts and reserves, that allow them to take some losses and reduce the regen times on planes a bit. And buff DD module survivablity so I can't just disable the engine/rudder in back to back passes. After that the only thing after that should be fighters cause as is that system is just bad on all levels or some minor tweaks but carriers put in a place that they don't enrage non-CV players, but don't frustrate CV players half the time and maybe allows for us to actually have more people try them and like them.

  • Cool 2

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23 hours ago, Taichunger said:

@Kami, there is no mention here of the sigma change to Conq. Did that BB actually get an increased sigma? Did other UK BBs get increased sigma?

Hey Taichunger,

When it comes to changes that get announced with the Developer's Blog, not all of these changes make it to the live server. This a usual part of the testing process. In this case only the changes to the citadel and to the Repair Party were implemented to the live server.

Thanks!

20 hours ago, ditka_Fatdog said:

@Kami in the full event guide for 0.8.6 below the chart showing the tokens or coal for the different tiers and premiums it says “bonuses can be obtained for a win in any battle type, other than clan or training.” 

Does this mean there are bonuses on top of the tokens or coal noted  in the chart or are these “bonuses” just eluding to the coal or tokens themselves?

The bonuses are just alluding to the coal and Republic tokens themselves.

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Feeling uncomfortable with the new light system. Have to change gamma frequently in game. And many times, some maps are still too bright with the lowest gamma. :fish_nerv:

Edited by Klaus_Conqueror

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On 7/23/2019 at 10:32 PM, Kami said:

We've added five new historical Commanders: Friedrich Bonte, Horace Hood, Matsuji Ijūin, Vladimir Trubetskoy, and Theodore Chandler. They are available in the Armory for 1,500 doubloons and come with 10 skill points. Each of them is a real historical figure. In every other respect, they are similar to the "conventional" commanders available in the game. The Commanders can be obtained only once per account.

commanders.jpg

Ironically the ships commanded by Trubetskoy (Imperatritsa Mariya), Chandler (USS Louisville), Bonte (Z21 Wilhelm Heidkamp) and Hood (HMS Invincible) are not even in the game to begin with, and from the looks of it they're unlikely to appear in WoWS anytime soon, if ever.

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Is anyone happy with the changes in lighting? I can understand changing it so that it can be improved in the future but it's not like there are other more pressing issues. i think the change makes the game look dimmer/worse. Pic of the FDG is from 7/24 and Nagato from 2/13

 

fdgRefB.jpg

nagatoSPrefB.jpg

Edited by papapauta

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Not sure about where to post this so...

I noticed that after the update my games center will close itself after I launch the game; it used to stay open.  Not really minding either way I just wanted to know if this was an indicator of a problem or it was just something new?  Thanks ahead.

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7 hours ago, Hyperion728 said:

Not sure about where to post this so...

I noticed that after the update my games center will close itself after I launch the game; it used to stay open.  Not really minding either way I just wanted to know if this was an indicator of a problem or it was just something new?  Thanks ahead.

Check the app's settings. There should be an option to enable/disable the app from closing/minimizing when you launch the game.

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1.thumb.JPG.e6ed1dd37d607e784e27b6234b84c1c0.JPG

Our clan is not that old but we have played in clan battles already....sorry but I did not see any changes made to clan battle criteria....is this just a typo that we would need to take the officers club to the next level before we can access clan battles now or is this a typo or am I reading it incorrectly???

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