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DeadIyArT

NEW ships coming our way & NEW dry dock event!!

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Link from dev blog

https://blog.worldofwarships.com/blog/90

Looking forward to Vampire II

image.thumb.png.b1a482196cf15e3887cf7ddd76546a3a.png

Daring with Creeping smoke and drum roll engine boost.  Would bet its going to be 2mill free xp

Spoiler

Commonwealth destroyer Vampire II, tier X
Hit points – 19,800. Plating - 19 mm.

Main battery - 3x2 113 mm. Firing range - 13.8 km. Maximum HE shell damage – 1,700. Chance to cause fire – 8%. HE initial velocity - 746 m/s. Maximum AP shell damage - 2,100. AP initial velocity - 746 m/s. Reload time - 3.5 s. 180 degree turn time - 7.2 s. Maximum dispersion - 118 m. Sigma – 2.00.

Torpedo tubes - 1x5 533 mm. Maximum damage - 16,767. Range - 10.0 km. Speed - 62 kt. Reload time - 125 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.
Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once

AA defense: 2x2 40.0 mm, 2x1 40.0 mm, 3x2 113.0 mm.
AA defense mid-range: continuous damage per second - 88, hit probability - 100 %, action zone 0.1-3.5 km;
AA defense long-range: continuous damage per second - 77, hit probability - 100 %, action zone 0.1-5.8 km;
Number of explosions in a salvo - 4, damage within an explosion - 1610, action zone 3.5 - 5.8 km.

Maximum speed - 35.0 kt. Turning circle radius - 630 m. Rudder shift time – 4.4 s. Surface detectability – 7.6 km. Air detectability – 3.5 km. Detectability after firing main guns in smoke  – 2.6 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Crawling Smoke Generator (Duration time 90 s; Smoke screen dispersion time 10 s; Reload time 160 s; Charges 3; Radius 450.0 m;
Slot 3 - Hydroacoustic Search (Duration time 120 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3.)
Slot 4 - Engine Boost

All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

New Pan-Asian DD

image.thumb.png.4acac51eb8026ec9a65337804575b1f7.png

Spoiler

Pan-Asian destroyer Fen Yang, tier VIII
Hit points – 19,700. Plating - 19 mm.

Main battery - 4x2 100 mm. Firing range - 12.5 km. Maximum HE shell damage – 1200. Chance to cause fire – 5%. HE initial velocity - 1,000 m/s. Maximum AP shell damage - 1,700. AP initial velocity - 1,000 m/s. Reload time - 3.0 s. 180 degree turn time - 11.2 s. Maximum dispersion - 108 m. Sigma – 2.00.

Equipped with deep torpedoes that can not hit destroyers, cruisers, or submarines.
Torpedo tubes - 1x4 610 mm. Maximum damage - 20967. Range - 12.0 km. Speed - 67 kt. Reload time - 122 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 0.8 km.

AA defense: 5x2 40.0 mm, 2x1 40.0 mm, 4x2 100.0 mm.
AA defense mid-range: continuous damage per second - 133, hit probability - 100 %, action zone 0.1-3.5 km;
AA defense long-range: continuous damage per second - 112, hit probability - 100 %, action zone 0.1-5.8 km;
Number of explosions in a salvo - 5, damage within an explosion - 1,400, action zone 3.5 - 5.8 km.

Maximum speed - 33.0 kt. Turning circle radius - 730 m. Rudder shift time – 4.5 s. Surface detectability – 7.8 km. Air detectability – 3.5 km. Detectability after firing main guns in smoke  – 2.5 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Smoke Generator (Duration time 30 s; Smoke screen dispersion time 70 s; Reload time 100 s; Charges 5; Radius 450.0 m.)
Slot 3 - Engine Boost/Defensive AA Fire
Slot 4 - Torpedo Reload Booster (Duration time 1 s; Torpedo reload time 5 s; Reload time 160 s; Charges 3.)

All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

Sounds like alot of fun

Some Italian BB

image.thumb.png.594b9ab7b3c65fc509c528f6bba8c219.png

Spoiler

Italian battleship Dante Alighieri, Tier IV

Hit points – 36,000. Plating - 19 mm.

Main battery - 4x3 305 mm. Firing range - 14.6 km. Maximum AP shell damage - 8,650. AP initial velocity - 840 m/s. Maximum SAP shell damage - 9,600. SAP initial velocity - 850 m/s.
Reload time - 33.0 s. 180 degree turn time - 60.0 s. Maximum dispersion - 209 m. Sigma – 1.60.

Secondary Armament:
4x2 120.0 mm, range  - 3.5 km.
Maximum HE shell damage – 1,700. Chance to cause fire – 6%. HE initial velocity - 840 m/s
12x1 120.0 mm, range  - 3.5 km.
Maximum HE shell damage – 1,700. Chance to cause fire – 6%. HE initial velocity - 840 m/s

AA defense: 8x1 40.0 mm, 4x1 76.2 mm.
AA defense mid-range: continuous damage per second - 158, hit probability - 75 %, action zone 0.1-3.0 km;

Maximum speed - 23.0 kt. Turning circle radius - 580 m. Rudder shift time – 11.5 s. Surface detectability – 11.1 km. Air detectability – 7.8 km. Detectability after firing main guns in smoke  – 8.6 km.

Available consumables:
Slot 1 - Damage Control Party (Duration time 15 s; Reload time 80 s.)
Slot 2 - Repair Party

image.thumb.png.b698dd6afc8c250af7053866cb93a13a.png

Spoiler

Italian battleship Conte di Cavour, Tier V
Hit points – 38,700. Plating - 19 mm.

Main battery - 3x3 305 mm. Firing range - 16.1 km. Maximum AP shell damage - 8,650. AP initial velocity - 840 m/s. Maximum SAP shell damage - 9,600. SAP initial velocity - 850 m/s.
Reload time - 33.0 s. 180 degree turn time - 60.0 s. Maximum dispersion - 224 m. Sigma – 1.60.
2x2 305 mm. Firing range - 16.1 km. Maximum AP shell damage - 8,650. AP initial velocity - 840 m/s. Maximum CS shell damage - 9,600. CS initial velocity - 850 m/s. Reload time - 33.0 s. 180 degree turn time - 60.0 s. Maximum dispersion - 224 m. Sigma – 1.60.

Secondary Armament:
18x1 120.0 mm, range  - 4.5 km.
Maximum HE shell damage – 1,700. Chance to cause fire – 6%. HE initial velocity - 840 m/s

AA defense: 8x1 37.0 mm, 6x1 76.2 mm.
AA defense mid-range: continuous damage per second - 186, hit probability - 75 %, action zone 0.1-3.5 km;

Maximum speed - 22.0 kt. Turning circle radius - 620 m. Rudder shift time – 12.0 s. Surface detectability – 12.2 km. Air detectability – 7.7 km. Detectability after firing main guns in smoke  – 9.3 km.

Available consumables:
Slot 1 - Damage Control Party (Duration time 15 s; Reload time 80 s.)
Slot 2 - Repair Party 

image.thumb.png.c9990ad32ce6650d3a3814494855bd3e.png

Spoiler

Italian battleship Lepanto, Tier IX
Hit points – 75,900. Plating - 32 mm.

Main battery - 3x4 381 mm. Firing range - 18.1 km. Maximum AP shell damage - 12,000. AP initial velocity - 850 m/s. Maximum SAP shell damage - 14,050. SAP initial velocity - 880 m/s. Reload time - 33.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 244 m. Sigma – 1.60.

Secondary Armament:
12x2 90.0 mm, range  - 5.0 km.
Maximum HE shell damage – 1,300. Chance to cause fire – 5%. HE initial velocity - 860 m/s
6x3 152.0 mm, range  - 5.0 km.
Maximum HE shell damage – 2,100. Chance to cause fire – 7%. HE initial velocity - 950 m/s

AA defense: 8x4 37.0 mm, 8x2 37.0 mm,16x6 20.0 mm, 12x2 90.0 mm.
AA defense short-range: continuous damage per second - 196, hit probability - 70 %, action zone 0.1-2.0 km;
AA defense mid-range: continuous damage per second - 406, hit probability - 75 %, action zone 0.1-3.5 km;
AA defense long-range: continuous damage per second - 189, hit probability - 75 %, action zone 0.1-4.6 km;
Number of explosions in a salvo - 8, damage within an explosion - 1,330, action zone 3.5 - 4.6 km.

Maximum speed - 29.5 kt. Turning circle radius - 910 m. Rudder shift time – 16.7 s. Surface detectability – 17.1 km. Air detectability – 12.8 km. Detectability after firing main guns in smoke  – 15.8 km.

Available consumables:
Slot 1 - Damage Control Party (Duration time 15 s; Reload time 80 s.)
Slot 2 - Repair Party 
Slot 3 - Smoke Generator (Duration time 45 s; Duration time 10 s; Reload time 180 s; Charges 3; Radius 510.0 m.)
Slot 4 - Fighter/Spotting Aircraft

All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

image.thumb.png.e32d8ebb393c32a2239b9219a3168b58.png

Spoiler

Italian battleship Marco Polo, tier IX
Hit points – 69,100. Plating - 32 mm.

Main battery - 3x3 406 mm. Firing range - 19.0 km. Maximum AP shell damage - 13,050. AP initial velocity - 836 m/s. Maximum SAP shell damage - 15,750. SAP initial velocity - 836 m/s.
Reload time - 33.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 252 m. Sigma – 1.80.

Secondary Armament:
12x2 90.0 mm, range  - 5.0 km.
Maximum HE shell damage – 1,300. Chance to cause fire – 5%. HE initial velocity - 860 m/s
4x3 152.0 mm, range  - 5.0 km.
Maximum HE shell damage – 2,100. Chance to cause fire – 7%. HE initial velocity - 950 m/s

AA defense:10x2 37.0 mm, 16x6 20.0 mm, 12x2 90.0 mm.
AA defense short-range: continuous damage per second - 207, hit probability - 70 %, action zone 0.1-2.0 km;
AA defense mid-range: continuous damage per second - 200, hit probability - 75 %, action zone 0.1-3.5 km;
AA defense long-range: continuous damage per second - 196, hit probability - 75 %, action zone 0.1-4.6 km;
Number of explosions in a salvo - 8, damage within an explosion - 1330, action zone 3.5 - 4.6 km.

Maximum speed - 32.0 kt. Turning circle radius - 860 m. Rudder shift time – 16.7 s. Surface detectability – 15.3 km. Air detectability – 11.8 km. Detectability after firing main guns in smoke  – 14.8 km.

Available consumables:
Slot 1 - Damage Control Party (Duration time 15 s; Reload time 80 s.)
Slot 2 - Repair Party
Slot 3 - Fighter/Spotting Aircraft

All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

Japanese Tier IX battleship Hizen Will be the Dry dock reward for this year X-mass event

https://blog.worldofwarships.com/blog/89

imageproxy.php?img=&key=44b63c92bbf32eaeimageproxy.php?img=&key=44b63c92bbf32eaeimage.thumb.png.4dc214385a807e52b9b07d868a99781a.png

Spoiler

The rules of the event are largely similar to the previous dockyard, but this time the number of construction phases and the list of awards will change:

  • The construction of the ship at the dockyard consists of 26 phases.
  • Each shipbuilding phase can be completed by finishing groups of event combat missions or spending 1,950 Doubloons per phase.
  • The groups of combat missions will span two updates—0.9.12 and 0.10.0, and the Dockyard itself will remain in your Ports until the end of Update 0.10.1.
  • In total, you can complete 22 out of 26 shipbuilding phases by progressing through groups of combat missions.
  • The reward for the completion of the 5th shipbuilding phase will be Tachibana with a "Winter" permanent camouflage, a commander with 6 skill points, and a port slot.
  • The reward for the completion of the 15th shipbuilding phase will be Yahagi with a "Winter" permanent camouflage, a commander with 6 skill points, and a port slot.
  • For the completion of the other stages of construction, you will be able to receive "Santa's Gift" containers, new permanent "New Year" camouflage for Tier IX ships, new "Winter Patterns" expendable camouflages, and other rewards. 
  • For the completion of the 26th shipbuilding phase, you will receive Hizen in her "War Paint" camouflage, a commander with 10 skill points, a port slot, and a memorable flag.

"Snowflakes"

During the celebration of the new year, players will be able to get traditional holiday bonuses on all their ships starting from Tier V. Now you can "shoot down a snowflake" or either by winning the battle or by gaining a certain amount of base experience. Starting with the update 0.9.11 this rule will also apply to a bonus for resetting a branch in the Research Bureau.

"Snowflakes" on all ships of Tiers V-VII will bring 400-750 units of Coal, VIII-IX - 75 units of Steel, and on Tier X ships you can earn "Santa's gift" containers, from which with a certain probability you can get one of the many premium ships and other rewards. 

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I definitely think Fen yang will be nerfed. It just sounds too strong to me right now.

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2 minutes ago, Akeno017 said:

I definitely think Fen yang will be nerfed. It just sounds too strong to me right now.

not sure sounds just like a Akizuki  but with deep water torps that can ONLY hit BB and CV

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5 minutes ago, Akeno017 said:

I definitely think Fen yang will be nerfed. It just sounds too strong to me right now.

Wut? how?

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9 minutes ago, DeadIyArT said:

not sure sounds just like a Akizuki  but with deep water torps that can ONLY hit BB and CV

Aye, but keep in mind those deep waters usually have a very low detectibility range.  Typically, by the time a BB sees Asashio torps on the water, they have VERY little time to try to get out of the way.

Not saying the ship needs to be nerfed, could be fine, just saying there are advantages that come with those torps.



 

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2 minutes ago, DeadIyArT said:

not sure sounds just like a Akizuki  but with deep water torps that can ONLY hit BB and CV

 

Just now, MrDeaf said:

Wut? how?

By misreading the stats page and thinking she just straight had buffs over Akizuki.

Lesson in making sure to read things through twice lol.

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Just now, Burnsy said:

Aye, but keep in mind those deep waters usually have a very low detectibility range.  Typically, by the time a BB sees Asashio torps on the water, they have VERY little time to try to get out of the way.

 

But its only one 1x4 launcher so at most 8 torps.  And deep water torp are normal not an issue because of spread and distance between them

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1 minute ago, Burnsy said:

Aye, but keep in mind those deep waters usually have a very low detectibility range.  Typically, by the time a BB sees Asashio torps on the water, they have VERY little time to try to get out of the way.

Not saying the ship needs to be nerfed, could be fine, just saying there are advantages that come with those torps.

 

Only 4 per shot.

A PA gun boat, from the looks of things.

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2 minutes ago, DeadIyArT said:

But its only one 1x4 launcher so at most 8 torps.  And deep water torp are normal not an issue because of spread and distance between them

 

2 minutes ago, Anonymous50 said:

Only 4 per shot.

A PA gun boat, from the looks of things.

Ah, I missed that part.  I still love my Asashio then. :Smile_teethhappy:

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Just now, Burnsy said:

 

Ah, I missed that part.  I still love my Asashio then. :Smile_teethhappy:

Given the lack of hydro, the Loyang is superior in close range too.  

 

I will get it as I stan the Pan-Asia line but it looks like a co-op ship for me.  Would be better to ditch the torps completely and tweek the guns to make it a Tier VIII Friesland play style.

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Hopefully Vampire II is a fxp/coal ship, and not locked behind the Research Bureau.

Edited by CaptainKaitoGhost

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17 minutes ago, CaptainKaitoGhost said:

Hopefully Vampire II is a fxp/coal ship, and not locked behind the Research Bureau.

Me too.  I love my Darning And i like the Haida it would really be a nice love child between the two of them.

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Vampire looks weird but has potential. initial stats it appears a slightly worse Daring, but that still makes Vampire a good ship because Daring is probably the best T10 DD right now, and despite a .7sec longer reload for Vampire, it's still respectable DPM for a T10 DD.

Fen Yang I almost expect to not survive as is. An Akizuki with a better smoke and better AA thanks to DFAA, and aki is already considered OP (to everyone but WG) 

Marco Polo will probably depend on how derpy the guns are. Considering that these are Italian 16in guns, the pen on the AP will be immense, the air drag almost nonexistent, and SAP with probably about 120mm of pen that hits as hard as a Georgia, the only way this'll balance out is if her guns have Roma's quirk of being very trolly. 

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47 minutes ago, BugsBunni said:

MARCO!!

 

POLO!!!

Years ago I stated a game of this in general chat to much hilarity. Now its a lucky charm of sorts for me. Now I know what BB I have to get lol. 

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  • Each shipbuilding phase can be completed by finishing groups of event combat missions or spending 1,950 Doubloons per phase.
  • In total, you can complete 22 out of 26 shipbuilding phases by progressing through groups of combat missions.

 

at first dockyards could be finished for free given one had the willpower to endure them, then one could do all stages but 2 that had to be bought with doublons, now its mandatory to buy 4 stages? :cap_popcorn:

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So we're paying at bare minimum, the price of a Tier 8 prem destroyer for a Tier 9 "prem" BB. Meh. :cap_old:

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The major differences I can see between VIII Fen Yang vs VIII Akizuki

(Fen Yang / Akizuki)

Fen Yang has less HP:  19.7k HP / 20.4k HP

 

Fen Yang has longer ranged 12km Deep Water Torps that only hit BBs & CVs.  'Zuki has normal torps, max range 9.99km.  DWTs however have very low detection range.

 

AA.  Long Range Flak and Long Range Continuous DPS is pretty close.  The real difference is Feng Yang focuses on medium range AA and no short range AA.  Akizuki is the opposite.  Feng Yang would be better in dealing with torpedo and rocket attack planes, but once Dive Bombers get in close range, her AA isn't going to whittle them down.

 

Ship Handling:  Feng Yang has better rudder shift time, 4.5 seconds vs 5.6 seconds of 'Zuki.

 

Concealment:  No real major differences.

 

Consumables:  Feng Yang has better options.

Feng Yang

DCP

Smoke

Engine Boost / Defensive Fire

Torp Reload Booster

 

'Zuki

DCP

Smoke

Engine Boost

Torp Reload Booster

 

I'm wagering Feng Yang is going to get nerfed a little.  I can see the rudder shift being worsened.  I can also see Engine Boost getting removed to really differentiate her from Akizuki.

 

Edited by HazeGrayUnderway

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IX Marco Polo

3 big things about her.

- Low HP pool for Tier IX BB at 69.1k HP.  Iowa has 79k.  Lion is low also at 67.9k.  FDG has 84.3k HP.

 

- No Exhaust Smoke Generator like the tech tree High Tier ITA BBs, but she does have pretty decent concealment.  Iowa has 15.71km surface detection, Marco Polo has 15.3km.  Iowa with Stealth Build drops to 12.73km.  Marco Polo will of course have lower detection range if she also takes Stealth Build.

 

- The true main draw with her is 406mm SAP.  The other ITA SAP Battleships are 381mm.  Marco Polo can Overmatch 27mm armor sections, i.e. USN & German Heavy Cruiser Bows, which 381mm SAP shouldn't be able to.  The ever-popular Alaska has a 27mm bow.  Marco Polo however has 33 seconds base reload, exactly like Pommern.  MBM3 will reduce that to 29.04 seconds. 

She has pretty good SAP shell damage, better than same tier Lepanto.  But MP has 406mm 3x3 whle Lepanto has 381mm 3x4

Both reload with 33 seconds.

Lepanto has 1.6 Sigma for her 12 guns (Alsace).  Marco Polo has 1.8 Sigma (406mm x9 Iowa has 1.9 Sigma).

Edited by HazeGrayUnderway

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2 hours ago, DeadIyArT said:

The rules of the event are largely similar to the previous dockyard, but this time the number of construction phases and the list of awards will change:

The construction of the ship at the dockyard consists of 26 phases.

Each shipbuilding phase can be completed by finishing groups of event combat missions or spending 1,950 Doubloons per phase.

The groups of combat missions will span two updates—0.9.12 and 0.10.0, and the Dockyard itself will remain in your Ports until the end of Update 0.10.1.

In total, you can complete 22 out of 26 shipbuilding phases by progressing through groups of combat missions.

The reward for the completion of the 5th shipbuilding phase will be Tachibana with a "Winter" permanent camouflage, a commander with 6 skill points, and a port slot.

The reward for the completion of the 15th shipbuilding phase will be Yahagi with a "Winter" permanent camouflage, a commander with 6 skill points, and a port slot.

For the completion of the other stages of construction, you will be able to receive "Santa's Gift" containers, new permanent "New Year" camouflage for Tier IX ships, new "Winter Patterns" expendable camouflages, and other rewards. 

For the completion of the 26th shipbuilding phase, you will receive Hizen in her "War Paint" camouflage, a commander with 10 skill points, a port slot, and a memorable flag.

so I can get tachibana and yahagi for free? yay! even though they're probably both gonna suck, hey look free premiums!

Edited by AdmiralFox08
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36 minutes ago, HazeGrayUnderway said:

Low HP pool for Tier IX BB at 69.1k HP.  Iowa has 79k.  Lion is low also at 67.9k.  FDG has 84.3k HP.

That’s interesting considering the real RM design was already heading over 45k when the design work was stopped per Phoenix. 

 

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Now that it has been officially announced, I just hope the amount of grind is reasonably achievable in the short amount of time I have for playing ships during the Holidays. 

 

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