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May 28, 2019

Aircraft Carrier Squadrons Preparation Time Abandoned after Test Results: World of Warships



Aircraft preparation time at the beginning of the battle was tested on the 0.8.4 Public Test.

The purpose of the change was not only to delay the detection of the enemy team but also to achieve the almost simultaneous beginning of battle for all ships. Destroyers are fighting at the control area, cruisers and battleships are firing at the spotted targets. Presently, this flow is broken by early detection from the air. We want to bring the timing of battle to the point that the aircraft are near the control area at close to the same time as other classes.

Preparation time influenced the battle as it was intended: later spotting allowed destroyers to reach the control areas undetected, which ensured active battle for other classes.

However this change created a long waiting period for the aircraft carrier player without any actions to perform other than setting the ship's route. We want to preserve battle dynamics without excluding the aircraft carrier commander from the game for almost a minute. It has been decided not to introduce the preparation time for squadrons in the tested form, and to consider other options for influencing the aircraft's time of arrival to control areas:
  • Move aircraft carriers' spawn points away from control areas;
  • Move other ships' spawn points closer to control areas;
  • Add the preparation time for planes in the beginning of battle, but no longer than 20 seconds;
  • Additional change to engine boost - planes will start with the engine boost depleted, which will not allow them to accelerate at the beginning of battle, but will make boosted maneuvers possible in the active phase of the battle.
The implementation of these points will make battles more active, without creating discomfort for players on aircraft carriers. We are not ready to report on the exact timing of the introduction of these changes, but we plan to do this around the autumn updates.

In one of the next updates we plan to introduce a soft limit on the number of aircraft carriers in battles of VIII - IX tiers. In the first minute of waiting for the player whose been waiting for the longest time in the queue, there will be a restriction - no more than 1 aircraft carrier per team. From the second minute of waiting the battle will be assembled with a limit of no more than 2 aircraft carriers per side, and no more than three starting from the third minute.

This change will significantly reduce the number of battles of VIII - IX tiers with two aircraft carriers in each team. This will be specially noticeable for tier VI ships: they will fight against two tier VIII aircraft carriers much less often than is experienced now.

Source Reddit.

IMPORTANT! Because the information in this Article is tentative and reflects the state of game development at the time of its publication. Changes and new features may be removed entirely or implemented differently by the time the update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after the finalised information is released.

May 27, 2019

TEST Changes, Yoshino, Smolensk, Kremlin, Slava, French DD's, Indomitable, Colbert, Siroco, World of Warships

TEST "BUFFS 'N' NERFS"

UPDATED: May 27th, 2019

Updated: Latest Balance Changes.

Japanese Premium Heavy Cruiser
Tier X: Yoshino
Main Battery:
-Reload time: 18.5 s (20 s)
Fighter Planes Added to Slot 3: SP/FP
-Count 2(3) Work Time (60s) Reload 135 (90s) Distance (2km)

Despite having a good salvo, Yoshino was suffering in terms of damage per minute compared to her classmates. The change will balance this damage output.
Fighter consumable will increase the ship's protection against aircraft.

Soviet Premium Light Cruiser
Tier X: Smolensk
Hull:
-Aft-Fore Plating: 16 mm (13 mm)

Increased plating will add the potential to ricochet the shells of 203 mm caliber guns.

Soviet Battleships
Tier X: Slava (Pobeda)
Main Battery:
-180 Degree Turn Time: 60 s (30 s)
-Reload: 33 s (30 s)
Consumable: Repair Party
-Repair Party I: Charges 1 ( 3 )
-Repair Party II: Charges 2 ( 4 )

The battleship's focus on the long-range battles will be emphasized by reduced survivability and changed time in the turrets traverse. This will also make the ship less effective in close combat. Despite good accuracy, the moment for unleashing accurate salvos will have to be chosen more carefully due to the increased reload time. In addition, the size of the dispersion ellipse will now vary less as the distance increases. That is to say, the ship will be more accurate at close ranges and less accurate at long ranges than before.
Tier X: Kremlin
Main Battery:
-Sigma: 1.90σ (1.70σ)

New sigma value will make the battleship a bit more accurate at close ranges.

British Premium CV
Tier VIII: Indomitable
Time Between Attacks:
-Attack Aircraft: 1.5 s (0 s)

The introduction of the delay is intended to solve the issue of starting a new attack only before the squadron changed its formation after the expired attack. Due to this, rear planes received less damage from AA bursts. This change won't affect the usual attack since it can only be executed after the camera returns to the squadron.

French Premium Light Cruiser
Tier X: Colbert
Hull:
-Aft-Fore Plating: 16 mm (13 mm)

Increased plating will add the potential to ricochet the shells of 203 mm caliber guns.

French Researchable Destroyers Tier II - X
Tier II: En. Gabolde
Main Battery HE Shells:
-Alpha damage 1400 ( 1450 )
-Projectile speed 780m/s ( 740m/s )
-Burn prob 6% ( 4% )
Main Battery AP Shells:
-Projectile speed 780m/s ( 740m/s )

Shells of the ships were replaced by newer versions with better ballistics.
Tier III: Fusilier
Main Battery HE Shells:
-Alpha damage 1400 ( 1450 )
-Projectile speed 780m/s ( 740m/s )
-Burn prob 6% ( 4% )
Main Battery AP Shells:
-Projectile speed 780m/s ( 740m/s )

Shells of the ships were replaced by newer versions with better ballistics.
Tier VI: Guépard
Main Battery:
-180 Degree Turn Time: 22.5 s (27.7 s).
-HE Shell Damage: 2000 (1400)

The turrets of the destroyers without Smoke Generator were rotating too slowly when fighting aand maneuvering in battles at close range.
Tier VII: Vauquelin
Main Battery:
-180 Degree Turn Time: 22.5 s (27.7 s).
-HE Shell Damage: 2000 (1400)

The turrets of the destroyers without Smoke Generator were rotating too slowly when fighting aand maneuvering in battles at close range.
Tier VIII: Le Fantasque
Main Battery:
-Firing Range 11.861km ( 11.620km )
-Reload Time: 6 s (5 s)

These changes make the concept of Le Fantasque stand out from Le Terrible. When comparing these two ships, you will need to take into account, that when installing the researchable Gun Fire Control System, the firing range of Le Fantasque will be 13 km - 700 meters further than Le Terrible. High speed will allow the new destroyer to use the increased range of fire more effectively.
Tier IX: Mogador
Torpedoes:
-Removed 4x4 - Added 2x2 & 2x3.
Concealment:
-Surface Detectability: 9.04 ( 8.12 km )
-Air Detectability: 4.35 km ( 3.91 km )
-Firing Inside Smoke Detectability: 3.7 km ( 3.25 km )

Mogador was very similar to the X tier destroyer Kleber in parameters. The changes will balance the ship with classmates and make the tech branch more consistent and will highlight the features of the branch as the tier increases.
Tier X: Kléber
Concealment:
-Air Detectability: 4.8 km ( 4.4 km )

Detectability range by air is aligned following the recent change to detectability range by sea.

French Premium Destroyer
Tier V: Siroco
Consumable:
-Main Battery Reload Booster consumable is added:
-Number of charges: 3(4);
-Reload time: 180(120) s;
-Action time: 15s;
-Main battery reload time: -50%;
Torpedoes:
-Torpedo launcher reload time lowered from (90) to 75 s
Hull:
-HP increased from (11 700) to 11 900.

These changes will make the ship more similar to the French destroyers of tier VI and higher. Damage per minute will be lower than Jaguar, but this will be compensated by higher damage during the action time of the Main Battery Reload Booster.
IMPORTANT! Because the information in this Article is tentative and reflects the state of game development at the time of its publication. Changes and new features may be removed entirely or implemented differently by the time the update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after the finalised information is released.

KREMLIN Tier X Soviet Battleship Stats World of Warships


UPDATED May 27th, 2019.

Updated: Sigma

Wows Gamer Blog Kremlin Tier X Soviet Battleship Stats..
A battleship project developed at the end of World War II (Project 24). She was the evolution of the Sovetsky Soyuz-class ships and was designed to counter American Iowa-class and Montana-class battleships.

Resource Cost: 255,000  SXP  20.6 Million  Credits.

HULL:
  • Hit points: 108,300.
  • Armour: 19~550 mm.
  • Propulsion: 280.000.
  • Torpedo protection: 46%.
  • Max HP: 20 000.
  • Auto Repair Time: 30 s.
  • Regenerated HP per usage: +0.5% s.

MAIN BATTERY:
3 X 3 457 mm/48 B-45:
  • Firing range: 20.7 km.
  • Reload time: 33 s.
  • 180 degree turn time: 30 s.
  • Maximum dispersion: 274 m.
  • Sigma value: 1.90σ
SHELL TYPES:
457-mm HE/Model 1946:
  • HE initial velocity: 800 m/s.
  • Maximum HE shell damage: 6600.
  • Alpha piercing HE: 76 mm.
  • Air Drag; 0.24.
  • Chance Of Fire: 48%.
457 mm AP/Model 1946:
  • AP initial velocity: 800 m/s.
  • Maximum AP shell damage: 15500.
  • Air Drag; 0.256.
  • Projectile krupp: 2450.
  • Detonator Threshold: 77 mm.

  • Sector of fire: 210°..150°

    Sector of fire: 210°..150°

    Sector of fire: 30°..330°

SECONDARY ARMAMENT:
130 mm/60 BL-109A.
8 x 2 130 mm HE-42:
  • Range 6 km.
  • HE initial velocity: 950 m/s.
  • Maximum HE shell damage: 1800.
  • Air Drag; 0.29.
  • Chance Of Fire: 8%.
  • CCPS: 5 Credits.

ANTI AIRCRAFT DEFENCE:
AA Long Range.
8 x 2 130 mm/60 BL-109A:
Action Zone: 3.5 - 6.6 km
Hit Probability: 75%
Continuous Area DPS: 424
Bubble/Radius Explosion DPS: 1820
Explosions Per Salvo: 10
AA Medium Range.
12 x 4 45 mm SM-20-ZIF:
Action Zone: 2.3 - 3.5 km
Hit Probability: 75%.
Continuous Area DPS: 634
Bubble/Radius Explosion DPS: 1120
Explosions Per Salvo: 11
AA Short Range.
18 x 4 25 mm 4M-120:
Action Zone: 0.1 - 2.3 km
Hit Probability: 70%
Continuous Area DPS: 864
Sector Reinforcement:
AA Sector Reinforcement: +25%
AA Sector Reinforcement Time: 12 s
AA Sector Reinforcement Shift Time: 12 s
AA Sector Reinforcement:
This value specifies the increment of continuous damage by AA mount in the reinforced AA sector zone.
AA Sector Reinforcement Time:
Time required to enable/disable AA sector (Port/Starboard) reinforcement.
AA Sector Reinforcement Shift Time:
Time required to shift AA sector reinforcement from one sector (port/starboard) to another.

MANOEUVRABILITY:
  • Maximum speed: 29.5 kt.
  • Turning circle radius: 1090 m.
  • Rudder shift time: 21.3 s.

CONCEALMENT:
  • Surface detectability: 17.04 km.
  • Air detectability: 13.92 km.
  • Detectability after firing in smokescreen: 18.1 km.
AVAILABLE CONSUMABLES:

Slot 1:Damage Control Party:

  • Action time 15 s; 
  • Reload time 120 (80) s;
Slot 2:Repair Party:
  • Charges 2 (3).
  • Atcion time 28 s; 
  • HP per second +0.5%; 
  • Reload time 120 (80) s; 

May 26, 2019

Ranked Battles Season 12, Rules, Maps, Rental Ships, Rewards: World of Warships

RULES - MAPS - CV'S
Season 12 brings Aircraft carriers, along with rental ships, this will allow mearly every player to join the fight even if you don't own a Tier X ship. 

GAME RULES
  • All players who have access to Ranked Battles in their Service Record can participate in the new season. Newcomers to World of Warships will need to play 200 battles in any game mode to unlock this possibility.
  • Only Tier X ships are allowed.
  • Battles are held in a 7 vs. 7 format, and team line-ups will be completely equivalent in terms of ship types.
  • The new season has 18 ranks. For simplicity, they have been combined into Leagues: Second, First, and Premier.
  • Those who are new to Ranked Battles will start the season from Rank 18. Participants of the eleventh Ranked Season will receive bonus stars: one for each rank reached.
  • By winning battles, players earn the stars needed to climb the ranking ladder. At the majority of ranks, a defeat means a lost star.
  • Ranks 18-15, and 12, are irrevocable. You cannot lose a star for a defeat at Ranks 18-17. Be the first on your team in terms of XP earned, and you get to keep your hard-earned star even for a lost game.
  • A bonus star is granted for reaching a new rank at Ranks 18-11.
  • Only stars obtained for the first time are counted towards progress for the Ranked Battles emblem.
  • Flags given for reaching Leagues will be removed from players' accounts once the season ends.
  • From now on, you’ll receive a commemorative achievement for reaching the first rank in the twelfth season and the seasons that follow. Additionally, this achievement will be credited to all players who earned the first rank in the eleventh season.
  • All of those who reached Rank 15 will receive a commemorative flag which will remain in your collection.
STARTS - ENDS
Countdown Countdown


CV'S

In consideration of the many game balance changes, aircraft carriers are now ready to make their return to Ranked Battles. It's an important event, both for the updated ship type and the competitive game mode. In Update 0.8.4, interaction between aircraft carriers and other ship types has been improved:

  • The altitude of bomb release has been increased for dive bombers carrying high-explosive payloads, and the reticule's ellipse has become narrower and longer. Bombs will now fall near the ellipse's edge more often than in its center. Active maneuvering will make it harder to hit a small target and destroyers will have more possibilities to oppose this aircraft type.
  • Reticule aiming settings of bomber planes carrying high-explosive bombs have been changed in order to preserve the interaction between these aircraft and other ship types. Aiming will begin during the preparation stage for an attack and will happen quicker, while flight maneuvering will have less of an effect on it.
A group of ships presents the most difficult target for aircraft carriers, but a solitary ship is always desirable prey. Maps and game modes for the new season are selected with that peculiarity in mind, so that ships are able to provide support to each other while repelling air raids. Key areas are located in a way that makes it easier for both teams to control them without spreading out.
In the new season, each team has a hard limit of one aircraft carrier.

Rental ships

Do you want to test your skills in the competitive mode, but don't have a Tier X ship? In the twelfth season you’ll be able to use rental ships in Ranked Battles.
Play a Random or Co-op battle on a Tier VIII ship or higher and receive a Ranked rental ship of the same type. You can also obtain Ranked rental ships by playing a Ranked Battle on a Tier X ship you already own.

List of rental ships for Ranked Battles:

DESTROYERS:
  •  X [Shimakaze]
  •  X [Gearing]
  •  X [Grozovoi]
CRUISERS:
  •  X [Moskva]
  •  X [Zao]
  •  X [Hindenburg]
BATTLESHIPS:
  •  X [Montana]
  •  X [Conqueror]
  •  X [Yamato]
  •  X [Großer Kurfürst]
RULES FOR RENTAL SHIPS
  • Ranked rental ships are given for temporary use and will be removed from accounts with the release of Update 0.8.5.
  • The ships will be available for Ranked Battles only.
  • A special timer near the ship’s image in the Port will indicate the expiration of the rental period.
  • You can't install camouflage on these ships.
  • You’ll be able to reassign Commanders to Ranked rental ships without any penalty.
  • Ranked rental ships will deliver the same rewards as researchable ships.
  • When these ships are removed, their Commanders will automatically be sent to the Reserve. Their upgrades, consumables, and signals will be moved to the Inventory.
  • Alternative modules (i.e. torpedoes on Gearing) can be mounted for free.
  • If a Commander is recruited for a Ranked rental ship separately, their specialization will be changed for the starting ship of the corresponding nation.
  • If a Commander was recruited for a Ranked rental ship and then reassigned to another ship, their specialization will remain the same after the former is removed from the account.
  • Ships are credited together with a Port slot, which will be written off with the ship once the rental period is over.

Game maps & modes

Battles will be held on the following maps: North, Sea of Fortune, Tears of the Desert, Shards, Riposte, and the new Greece map. There are two game modes:

  • Domination: several variants of key areas in the layout are provided, partially borrowed from Clan Battles.
  • Epicenter: the center and rings are captured independently. The capture of outer rings will not be blocked if any of the inner rings are being captured by the enemy.

Bonus Stars for LAST Season
According to established tradition, all of your achievements from the previous season will be accounted for, so you won't have to start from the scratch. Depending on the Rank at which you finished the previous season, you’ll be granted a certain number of bonus stars. The maximum possible number is 17 stars. If you earned the maximum number of stars in the previous season, you’ll start the new season at Rank 10. Rewards issued for the preceding ranks will be added to your account automatically.

REWARDS
The main reward for ranks remains the same—a total of 5,500 Steel and 1 Copper which you can exchange in the Armory. In addition, you can earn a commemorative flag, sets of signals, expendable camouflages, and doubloons.
Please note: compared to the previous season, the amount of Steel in the Second League has been reduced by 300 units, and increased by 300 units in the First League.