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THUNDERER Tier X British Battleship WIP Stats: World of Warships

hms thunderer

'THUNDERER'


UPDATED: May 28th, 2019

ADDED: Latest Stats 

Wows Gamer Blog wichita Tier X British Battleship Thunderer
Description Soon
COST:
 Unknown  Unknown
HULL:
  • Hit Points: 82,900. 
  • Armour: 19~456 mm.
  • Bow-Stern Plating: 32 mm.
  • Central Deck Plating: 32 mm.
  • Citadel Armour: 405 mm.
  • Superstructure: 19 mm.
  • Propulsion: 135,650 hp.
  • Weight in Tons: 60,679 t.
MAIN BATTERY:
‎4 x 2 457 mm/45 Mk II:
  • Firing Range: 24.250 km.
  • Reload Time: 30 s. 
  • 180 Degree Turn Time: 45 s. 
  • Maximum Dispersion: 302 m. 
  • Sigma Value: 2.00σ.
 SHELL TYPES:

457 mm HE Mk II:
  • Maximum HE Shell Damage: 8200.
  • Alpha Piercing HE: 114 mm. 
  • HE Initial Velocity: 757 m/s.
  • COF: 63%
  • Air Drag: 0.29.
457 mm AP Mk II:
  • Maximum AP shell Damage: 14900.
  • Detonator Threshold: 76 mm.
  • Initial Velocity: 762 m/s.
  • Air Drag: 0.29.
  • Projectile Krupp: 2485.
SECONDARY ARMAMENT:
8 x 2 133 mm/50 Mk I: HE Mk IC
  • Maximum HE shell damage: 1900.
  • Range: 6.67 km.
  • Traverse Speed: 3 s.
  • Alpha Piercing HE: 22 mm. 
  • HE initial velocity: 792 m/s.
  • COF: 8%
  • Air Drag: 0.321.
ANTI AIRCRAFT:
8 x 2 133 mm/50 Mk I:
  • Long Range.
  • Maximum Firing Range: 3.5-6.0 km.
  • Chance of Hit: 75%.
  • Area DPS: 121.
  • Bubble Damage: 1610.
  • Bubble Count: 4.
8 x 1 40 mm Bofors Mk VII:
12 x 2 40 mm STAAG:
7 x 6 40 mm Bofors Mk VI:
  • Medium Range.
  • Maximum Firing Range: 1.5-3.5 km.
  • Chance of Hit: 75%.
  • Area DPS: 815.
  • Bubble Damage: 980.
  • Bubble Count: 14.
4 x 2 20 mm Oerlikon Mk V:
  • Short Range.
  • Maximum Firing Range: 0.1-1.5 km.
  • Chance of Hit: 70%.
  • Area DPS: 138.
Sector Reinforcement:
  • AA Sector Reinforcement: +25%:
  • AA Sector Reinforcement Time: 12s.
  • AA Sector Reinforcement Shift Time: 12s.
MANOEUVRABILITY:
  • Maximum speed: 29.5 kt. 
  • Turning circle radius: 820 m. 
  • Rudder shift time: 13.58 s. 
CONCEALMENT:
  • Surface detectability: 13.66 km. 
  • Air detectability: 12.53 km. 
  • Detectability after firing main guns in smoke: 16.69 km.
AVAILABLE CONSUMABLES:
Slot 1: Damage Control Party.
  • Duration time 15 s.
  • Reload time 120 s (80 s).
Slot 2: Repair Party:
  • Сonsumables Amount: 3(4).
  • Work Time: 28 s.
  • Reload Time: 90 s(60) s.
  • HP Regeneration Amount: +0.6% per sec.
Slot 2:   Defensive AA fire.
  • Charges 3 (4).
  • Duration time 40 s.
  • Reload time 120 s (80s).
  • Average AA damage +100%.
  • Damage within the explosion radius of shells fired from medium- and long- range AA defenses 100%.
IMPORTANT! Because this Ship is WIP, 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 this Ship is released.

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HAYATE Tier X Japanese Destroyer WIP Full Stats: World of Warships

Tier X Japanese Destroyer Hayate


UPDATED: May 29th, 2019

ADDED: Full Stats 

Wows Gamer Blog wichita Tier X Japanese Destroyer Hayate
Description Soon.
COST:
 Unknown  Unknown
HULL:
  • Hit Points: 20800. 
  • Armour: 6~20 mm.
  • Bow-Stern Plating: 19 mm.
  • Central & Deck Plating: 19 mm.
  • Turret Plating: 6 mm,
  • Superstructure: 13 mm.
  • Propulsion: 79,500 hp.
  • Weight in Tons: 3824 t.
MAIN BATTERY:
‎3 x 2 127 mm/50 Type5:
  • Firing Range: 11.620 km.
  • Reload Time: 4 s. 
  • 180 Degree Turn Time: 10 s. 
  • Maximum Dispersion: 100 m. 
  • Sigma Value: 2.00σ.
 SHELL TYPES:

127 mm HE Type1:
  • Maximum HE Shell Damage: 2150.
  • Alpha Piercing HE: 21 mm. 
  • HE Initial Velocity: 915 m/s.
  • COF: 9%
  • Air Drag: 0.334.
127 mm AP Type0:
  • Maximum AP shell Damage: 2200.
  • Detonator Threshold: 21 mm.
  • Initial Velocity: 915 m/s.
  • Air Drag: 0.334.
  • Projectile Krupp: 2266.
TORPEDOES:
2 x 5 610 mm Quintuple/Type93 mod. 3:
  • Damage: 23766 hp.
  • Reload: 153 s.
  • Speed: 67 knots.
  • Distance: 12  km.
  • 180 Deg: 7.2 s
  • Visibility: 1.7 km.
  • Type: Normal.
ANTI AIRCRAFT:
3 x 2 127 mm/50 Type5:
  • Range Long.
  • Maximum Firing Range: 3.5-5.8 km.
  • Chance of Hit: 100%.
  • Area DPS: 81.
  • Bubble Damage: 1610.
  • Bubble Count: 3.
5 x 2 40 mm/60 Type5:
  • Range Medium.
  • Maximum Firing Range: 1.9-3.5 km.
  • Chance of Hit: 100%.
  • Area DPS: 122.
  • Bubble Damage: 980.
  • Bubble Count: 3.
8 x 1 25 mm/60 Type96 mod. 1:
  • Range Short.
  • Maximum Firing Range: 0.1-1.9 km.
  • Chance of Hit: 95%.
  • Area DPS: 97.
Sector Reinforcement:
  • AA Sector Reinforcement: +50%:
  • AA Sector Reinforcement Time: 5s.
  • AA Sector Reinforcement Shift Time: 5s.
MANOEUVRABILITY:
  • Maximum speed: 37 kt. 
  • Turning circle radius: 750 m. 
  • Rudder shift time: 6 s. 
CONCEALMENT:
  • Surface detectability: 7.74 km. 
  • Air detectability: 3.78 km. 
  • Detectability after firing main guns in smoke: 2.9 km.
AVAILABLE CONSUMABLES:
Slot 1: Damage Control Party.
  • Duration time 5 s.
  • Reload time 60 s (40 s).
Slot 2:  Smoke Generator.
  • Charges 2 (3).
  • Active Time 20 s.
  • Radius: 450 m.
  • Reload Time 240 s (130 s)
  • Smoke Duration: 97 s.
Slot 2: Torpedo Reload Booster.
  • Charges 2 (3).
  • Active Time 1.
  • Torpedo Reload Time: 8 s.
  • Reload time 360 s (240 s).
Slot 3: Engine Boost.
  • Charges 2 (3).
  • Duration time 180 s.
  • Maximum speed +8%.
  • Reload time 180 s (120 s).
IMPORTANT! Because this Ship is WIP, 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 this Ship is released.

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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.

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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.

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