December 26, 2020

ST 0.10.0: Buffs 'n' Nerfs to Test ships and In-Game Ships

buffs n nerfs

ST 0.10.0: Buffs 'n' Nerfs to Test ships and In-Game Ships

WG have adjusted the parameters of some ships based on testing results. The changes will be applied to Italian battleships, Max Immelmann and some other ships.

WG have also changed the characteristics of several ships, having analysed their combat performance and taken player feedback into account. These changes were required to carefully adjust the balance of selected warships. We'll continue to introduce changes in the updates that follow, if deemed necessary.

II Nino Bixio
  • Acceleration and deceleration dynamics adjusted to the standard values
III Taranto
  • Main battery reload time reduced from 12 to 11.2 s.
  • Acceleration and deceleration dynamics adjusted to the standard values
V Oklahoma 
  • Main battery reload time reduced from 40 to 38 s.
VII Fiji
  • Deck armor thickness increased from 38 to 51 mm.
We adjusted parameters of the following ships based on testing results.

Max Immelmann 
Composition of squadrons is changed. Now the ship carries two types of planes - torpedo bombers and skip bombers.
  • Skip bombers are the same as researchable skip bombers on X Werner Voss.
    • The number of skip bombers on deck is increased from 18 to 24;
    • Skip bobmers restoration time lowered from 90 to 64 s.
  • Torpedo bombers are the same as stock ones on X Manfred von Richthofen.
    • The number of torpedo bombers is increased:
      • On deck from 14 to 24;
      • In squadron from 9 to 12;
      • In attack flight from 3 to 4.
    • Torpedo bombers restoration time lowered from 89 to 68 s.
  • Torpedoes are the same as on VIII Graf Zeppelin's torpedo bombers
There are two full squadrons of planes of two types on ship's deck. Skip bombers carry one HE bomb with maximum damage of 12 200 and high chance to cause fire, and will be effective against all classes, and torpedo bombers - against battleships and cruisers.
Skip bombers may attack at the long range using the further "jump", or drop their bombs directly on target. Accuracy will be worse in latter case, but if terrain does not allow attack from distance, or there is no possibility to take a lead, this way of attack may be preferable. 

IV Dante Alighieri  
  • Detectability range by ships increased from 11.14 to 12.44 km. Other detectability ranges were increased accordingly.
V Conte di Cavour 
  • Detectability range by ships increased from 12.24 to 13.14 km. Other detectability ranges were increased accordingly.
IX Marco Polo 
  • Detectability range by ships increased from 15.3 to 16.8 km. Other detectability ranges were increased accordingly.
  • Maximum SAP shells damage reduced from 15,750 to 14,100.
  • Superstructure armor thickness reduced from 250 to 100 mm
VI Mysore 
  • Deck armor thickness increased from 38 to 51 ΠΌΠΌ.

IMPORTANT! Because these Ships are 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 these Ships are released. 


PTS 0.10.0 Round 2: Updated Commander Skills - 3 v 3 Tier X Brawls and More

PTS 0.10.0 Round 2: Updated Commander Skills - 3 v 3 Tier X Brawls and More

Updates to the Commander skill system, Brawls, and other new features.

The rewards for activities on the Public Test server may differ from those on the live server.
Captains, welcome to the Public Test of Update 0.10.0!
Updates to the Commander skill system, Brawls, and other new features.

Round 2 Schedule

P.T.S 0.10.0 UTC
Countdown Countdown
Times and Dates
Commanders, thank you for participating in the Public Test of Update 0.10.0! Your feedback helps us improve the Update and fix errors. Check out the changelog and join the second session of the Public Test!

Updated Commander Skills

  • Bots are turned off for Random Battles in the Public Test. Battles with players only will allow us to get more precise data on updated Commander skills.
  • Many of you voiced your concerns about the builds focused on the secondary battery and their efficiency in the new system. We’d like to comment on these concerns: we don’t plan to lower the efficiency of such builds in comparison to Update 0.9.12 and we'll carefully monitor it. Please keep in mind that the data from the Public Test isn’t enough to make a decision about increasing the efficiency of these builds before the release due to the following reasons:
    • There were bots in Random Battles, so the data was distorted.
    • The announced extension of the secondary batteries’ ranges will appear only at the second stage.
  • We will get back to this question after the second stage of the test, but the possibility that some secondary-focused ships might become too efficient and will need balance changes after the release stops us from making secondary-focused builds stronger before the release. If secondary builds lose their efficiency on the main server, we’ll boost it. Keep in mind that, with the update to Commander skills, builds like these also received some improvements for their main battery, which improves the ship's overall efficiency.
As we've already announced in the Development Blog, the firing range of secondaries on battleships and cruisers was extended. New ranges (in km):
Tier Base range Range with a full build
German/French Others German/French Others
III 4 3.2 5 4
IV 4.8 4 6 5
V 4.95 4.3 7.5 6.5
VI 5.6 4.95 8.5 7.5
VII 6.3 5.6 9.5 8.5
VIII 7.6 6.6 11.5 10
IX 7.95 6.95 12 10.5
X 8.3 7.6 12.5 11
  • If a ship's base firing range of secondaries was higher than specified, it won't be reduced. Also, the detection range of a ship is a limiting factor for the secondary battery range: the maximum possible firing range of secondaries can’t exceed the minimum possible detection range of a ship.
  • Many of you said that the names of some skills were confusing. Considering your feedback, we’ll bring back some of the old names and change some of the new ones to make them work better with the old ones.
  • VII Atlanta and VII Atlanta B: The base firing range of main battery guns increased from 11.1 to 13.3 km.
  • X Colbert: Improved dynamics of acceleration and deceleration.
  • The position of skills in the Support part of aircraft carriers’ skills was changed:
    • "Focused" costs 2 points instead of 4
    • "Flight Director" costs 2 points instead of 3
    • "Interceptor" costs 3 points instead of 4
  • The speed of patrol fighters on researchable carriers, VI Ark Royal, VI Erich Loewenhardt, VIII Graf Zeppelin, and VIII Graf Zeppelin B was increased to:
    • Tier IV—187 knots
    • Tier VI—221 knots
    • Tier VIII—235 knots
    • Tier X—266 knots
The change will increase efficiency of patrol fighters and won't allow enemy planes to get away from the chase.
  • The detectability of patrol fighters on Tier VI, VIII, and X aircraft carriers was increased to 7.5 km. This change will remove a possible situation in the new skills system, when patrol fighters appear right in front of a squadron and don't leave any time for evasion.
  • Effects that increase the squadrons' engine boost duration no longer increase its restoration time.
  • The "Engine Mechanic" skill increases the duration of engine boost by 5% instead of 10%; its improved version increases the duration by 7.5% instead of 12.5%.
  • Fixed a bug which caused a commander expecting demobilization to have "In reserve" status.
  • Fixed a bug which caused a Commander's XP bar to overlap with their portrait.

Other Changes

  • Balance changes to several ships were made.
  • Fixed an error which caused the X Conqueror's Unique upgrade to have -13% to turrets rotation speed instead of +13%
  • Fixed several other bugs.

Special Features of the Test

  • The rewards for activities on the Public Test Server may differ from those on the Live Server.
  • Please note: Lunar New Year ships, camouflages, and Commanders will not be available on the Public Test Server.
The Public Test Server will host Brawls in a 3 vs. 3 format in the Arms Race mode, playing Tier X ships. To participate in these Brawls, it's enough for only the Commander to be a member of a Clan—up to two mercenaries can be invited to each team.

Combat Missions and Rewards

1 2  
Play a Random or Co-op Battle.
Reward on the Live Server: 3x signals of each type, except special signals
Play three Random or Co-op Battles.
Reward on the Live Server: 10x Type 6 camouflages
Play five battles in Brawls.
Reward on the Live Server: 1x Wargaming container
Win two victories for each ship type, playing Tier VIII–X destroyers, battleships, cruisers, and carriers in Random Battles or Brawls.
Reward on the Live Server: 3x each of the following special signals: Scylla, Basilisk, and Leviathan

Earn 8,000 base XP in Random Battles playing Tier VIII–X ships.
Reward on the live server: 5x special signals of each of the following types: Dragon, Wyvern, Red Dragon, Ouroboros, and Hydra
One Wargaming container provides 1 day of Premium Account. 

Starting Bonuses
* > Every participant of the Public Test will have all researchable Tier VIII ships, helmed by Commanders with 15 skill points, credited to their PT accounts.
* > The research prices for ships and ship modules will be substantially discounted.
* > Players will be able to reset Commander skills free of charge.
If you're joining the Public Test for the first time since Update 0.9.9, you'll be awarded the following additional bonuses:
* > 500,000,000 credits; 30,000 doubloons; and 90 days of Premium Account.
* > 50 signal flags of all types (except special signals) will also be added to your PT account.
How to Enter
Join the Public Test and obtain its rewards, Follow the instructions HERE.

December 25, 2020

Mysore Commonwealth Tier VI Light Cruiser 1940

Mysore Commonwealth Tier VI Light Cruiser 1940

A light Fiji-class cruiser built for the British Royal Navy. After refurbishment that improved the ship's AA defences at the cost of a reduced number of main battery guns, she was transferred to the Indian Navy and renamed Mysore in 1957.
Mysore Mysore Flag
The crest for Indian cruiser Mysore (formerly HMS Nigeria) depicted the mythological bird Gandaberunda, one of the symbols of the ancient Kingdom of Mysore.

Ship Name:   Mysore.
Tier,   VI (6).
Paper Ship:   No.
Class:   Light Cruiser.
WG Introduction:   Aug 27th 2020.
Status:   Premium Ship.
Base Value:     5500  Doubloons.
Resource Purchase:    Unknown.
Nation:   Commonwealth.
Permoflage:  Type 10 Free.
Current Status:   Released


Hit Points:   30,600 hp.
Armour:   9-114 mm.
Citadel  Fore Athwartships:   38~51 mm.
Citadel  Aft Athwartships:  38~51 mm.
Citadel plating:   16 mm.
Citadel Armor Belt:   114 mm.
Citadel Deck:   9~51 mm.
Citadel Bottom:   30 mm.
Turret Plating:  51~102 mm.
Tonnage:   11,040 t.

3 x 3 152 mm/50 Mk XXIII:
Max Range:   14.0 km.
Reload:   10.7 s.
180° Turn Time:   25.7 s.
Dispersion at Max Range:   130 m.
Sigma:   2.0Οƒ.

9 x 152 mm AP 6crh Mk IV:
Alpha Damage: 3100 to 3300
Ammo Type: AP
Drag Coefficient: 0.3297 to 0.3226
Always Ricochet: 75.0°
Normalisation: 8.5°
Fusetime: 0.005 s
Arming Threshold: 12.0 mm
Shell Diameter: 0.152 m
Krupp: 2609.0 to 2225.0
Mass: 50.8 to 57.1 kg
Start Ricochet: 60.0°
Muzzle Velocity: 841 to 870.0 m/s

4 x 2 102 mm HE 35 lb.:
Range:   5.0 km.
Damage:   1500.
Chance of Fire:   6%.
Reload:   3.0 s.
HE Armour Penetration:   17 mm.
Shell Velocity:   811 m/s.

Action Zone:   ~5.8 km.
Hit Probability:   90 %.
Damage Within an Explosion:   1120.
Continuous Damage Per Second:   53.
Continuous Damage:   135.
Number of Explosions Per Salvo:   2.
Action Zone:   ~3.5 km.
Hit Probability:   90 %.
Continuous Damage Per Second:   161

Maximum Speed:   31.5 kts.
Turning Circle Radius:   610 m.
Rudder Shift Time:   8.6 s.
Propulsion: 72,500 hp.

* Denotes = CE Mounted:
Surface Detectability:   10.7 km.
* Surface Detectability:   9.6 km.
Air Detectability:   6.4 km.
* Air Detectability:   5.8 km.
Detectability after Firing Main Guns in Smoke:   5.0 km.
* Detectability after Firing Main Guns in Smoke:   5.0 km.

Slot 1:   Damage Control Party:
Work Time:   5 s.
Reload Time:    60 s.

Slot 2:   Hydroacoustic Search:
Charges:   3.
Action Time:   100 s.
Reload Time:   120 s.
Torpedo Detection Range:   3.0 km.
Ship Detection Range:   4.0 km.

Slot 3:   Crawling Smoke Generator:
Charges 3.
Dispersion time 10 s.
Consumable action time 90 s.
Reload time 160 s.
Radius 0.45 km.

Slot ?:   Repair Party:
Charges:   3.
Action time:   28 s.
Reload time:   80 s.
HP per second:   153 hp/s.
Total hp regenerated per charge:  4,284 hp