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June 30, 2020

Clan Season IX Aircraft Carriers WG statement Pro and Cons, Improvements.

Clan Season IX Aircraft Carriers WG statement Pro and Cons, Improvements.

The recent season was quite significant both for players and the development team: for the first time, aircraft carriers participated on equal terms with other classes. We thank everyone for your participation and feedback. Despite some challenges, the outcome of this season was very important for determining changes to upcoming seasons.

Let’s break it down:
Battles in Squall, Gale, and Storm leagues included the best elements of past seasons, but with the addition of aircraft carriers. The participating clans tried various tactics and lineups using all available ship classes, which had a good influence on the total number of participants, as well as their overall impressions. While the current global situation led to an overall higher player count, the season turned out to be more popular not just in general numbers but also in relative numbers than previous seasons. The dynamic of these battles came close to what we ultimately want to achieve: clans are not limited in their choice of setups, can choose any ships, and apply various tactics; and the basis for victory is a carefully planned strategy and team skills.

Despite the results of battles in the Squall, Gale, and Storm leagues, no less important are the results in the Typhoon and Hurricane leagues—and they cannot boast the same results. A number of factors, including the impact of the quick and efficient spotting potential from aircraft carriers, the prevalence of very specific ship lineups, and the fact that in many battles just one wrong move could spell defeat—all in all—lead to frustration. The current state of battles with Tier X ships in high leagues is therefore not satisfactory to us and requires changes for the better.

There are still a lot of things to improve in the future, but first, we tried to focus on the big issues:

Individual balance of ships:
Among which Hakuryū and Venezia stand out the most because of their excessive effectiveness in all types of battles. Due to this, clans tended to use the same setups and apply similar tactics, and the outcome of a battle could often be decided by one successful bomb drop. You can find more details here: >> https://tinyurl.com/yajum6fq <<

Battleships in high-Tier leagues. 
Due to its excessive performance, Hakuryū almost displaced battleships from Typhoon and Hurricane leagues, even though Midway/Audacious had a less significant impact. On the other hand, in the Squall, Gale, and Storm leagues, battleships were competitive in battles against an aircraft carrier. In addition to solving this issue, as an alternative for the next seasons, we want to try to increase the number of battleships in a team to 2. Before a final decision is made, testing will, however, be necessary. According to the results of the test, we can reject or implement this idea;

Aircraft carriers “Spotting”. 
One of the most common points you mentioned—aircraft carriers' ability to “spot”. In clan battles, this feature is getting more important than in other battle types: taking into account the coordinated actions of the team and a specially selected ship lineup, a team can quickly work out the opposing team's strategy. We are going to conduct testing with weather events, which should limit aircraft carrier influence in Clan Battles. We are also looking for an opportunity to lower this influence through other means. However, making separate mechanics for one type of battle leads to big differences in gameplay experience and the transformation of Clan Battles into a “game inside the game”, which would complicate the adjustment for new players. We will try to extend any new mechanics to all types of battles—if possible, adapting them to the specifics of each of them.

Destroyers and aircraft carriers. 
In Random and Ranked battles, carriers show a performance which can be compared to the performance of other classes, but there is one exception: attack aircraft often complicate the game process for destroyers. In Clan Battles, this point is getting more notable due to well-coordinated teamwork. Already, we have been working on solutions to this problem for some time. In the near future, we will conduct a test session with the following parameters: Destroyers' detectability range by air will be decreased by half, but when AA defense is turned on, their detectability range by air will be equal to their AA firing range for 20 seconds after the AA guns cease firing. Thus, it will require more skill from a carrier's side in order to interact with destroyers, and destroyers will be given more opportunities to evade the attack with careful positioning. This change can solve the problem on paper, but testing may show various results and implementation into the game can take some time.

Destroyers in high Tier leagues. 
The factors listed above led to clans discovering that it was more efficient to take lineups made up exclusively of cruisers, backed up with only one carrier or battleship. This led to the almost complete absence of destroyers in high tier leagues. We will consider different solutions to this point, but to a greater degree, the return of Destroyers depends on the solution of the above problems as well.
We'd also like to take this chance to answer some of your most popular inquiries:
  • One of the most popular suggestions which we received recently is introducing limits on classes or ship types to reduce the number of identical ships in lineups, or using limits on classes to return destroyers to Clan Battles. We considered this option but see it as an artificial limitation that will not solve the problem: if a clan does not plan to use a specific ship, and does not consider it effective for a strong team setup, then the problem should be solved in such a way that all ships are seen as an equivalent alternative to other options. Despite our current position on this issue, we do not discard the possibility of returning to these restrictions.
  • Many players note the weakness of AA defence and/or the consumable “Defensive AA Fire”. We recognise that some improvements in the AA mechanics are possible. It's too early to talk about the details, but we will be happy to share them with you as they are developed.
  • We often faced a proposal to reduce the reconnaissance potential of the “Fighter” consumable by reducing its visibility range. We thought about this option, but for now, we want to maintain the same general principles for the “spotting” mechanics for all aircraft and first try to reduce their efficiency by using the changes described above.
To summarise, we can say that the season had its pros and cons which we should consider and work on. In the future, we aim to conduct clan battles where all four main classes in our game will be presented, but before we return to Tier X, it will take some time to work both on the points described above and on general improvement for Clan Battles. We thank all the clans who took part in battles and those who shared their impressions in the past season.

To make time for us to develop improvements—and for clan battlers to test themselves in a new environment, season X will be conducted in a 7x7 format on Tier VI ships without any weather events. The restrictions remain the same: one carrier or battleship for one team. Season date: July 15th – August 31st. Changing the format will allow trying out new tactics because, at this Tier, ship balance and command ship structure are absolutely different from Tier X:
  • At this Tier, aircraft carriers play more a supporting role, while battleships allow teams to confidently push a flank.
  • With the lack of radar and no heal  for cruisers, Tier VI Clan Battles might become a refreshing experience, especially for destroyers (Graf Spee, Leander, London have heal 🤣😂)
The new season will allow us to collect information and consider other Tiers as an alternative for conducting various competitive formats in the future. We will return with news closer to the beginning of the next season and tell you about the results of the implemented improvements and upcoming changes
Thank you for your attention, good battles, and see you next season, commanders!

Clan Brawl 11 Rules, Rewards, Dates Times


Clan Brawl 11 Rewards, Time and Dates

The new Clan Brawl is scheduled to take place on July 4. Don't miss this perfect opportunity to replenish your Clan's Treasury and fight for credits, Coal, and Elite Commander XP.


RuleS
Date: July 4
Format: battles will be fought playing Tier VIII ships, 4 vs. 4 (one ship of each type per team)

Mode: Domination
Battle duration: 15 minutes
Rewards: up to 3,500 Coal,  2,500,000 credits; and 100,000 Elite Commander XP


For achieving high positions in the final Rating, Clans will receive resources for their Treasuries.
PositionCoal
125,000
222,500
320,000
417,500
5–50*16,250–5,000
* Each subsequent position between 5–50 brings 250 Coal less.

Maps: Hotspot, Trident, Northern Waters, and Mountain Range with a reduced combat zone

Unlike Clan Battles, a Clan's placing in the Brawl Rating is determined for the battle region only—i.e. the region of the selected Prime Time.

Please note: once you enter a battle, you won't be able to change your Clan's selected Prime Time for the current Clan Brawl.

Prime Times:

CIS 15:00 — 20:00 UTC July 4th
EU 16:00 — 21:00 UTC July 4th
ASIA 11:00 — 16:00 UTC July 4th
NA 23:00 — 04:00 UTC July 4th

June 26, 2020

August von Parseval German Tier VIII Aircraft Carrier

June 26th 2020
* Released

German Aircraft Carrier VIII A Parseval 1942

A draft design for a large, high-speed aircraft carrier, based on the Graf Zeppelin class of carriers, but equipped with a diesel propulsion plant and lacking a secondary battery.
German CV's Main Features:
* Their attack aircraft are equipped with a new type of ammunition, armor-penetrating rockets.  When successfully used, these are capable of inflicting heavy damage to enemy citadels. However, they may also ricochet or fail to penetrate armor when hitting a target at an acute angle—in this respect, they function in a similar way to armor-penetrating shells. When striking the thin armor of destroyers at 90-degree angles, they will often over penetrate and deal 1/10 of the maximum damage.
* German bombers carry armor-penetrating bombs. An attacking flight dives without first climbing to a higher altitude. As it is quite difficult to adjust the position of the target reticle during an attack, their bombs are most effectively dropped on slower targets.
* The torpedoes dropped by German aircraft are fast, but have a short range and cause modest damage.
* The aircraft themselves have high cruising speeds, but somewhat small HP pools.
ship details
Ship Name:   August Von Parseval
WG Introduction:   Apr 3rd 2020
Early Access:   Yes
Paper Ship:   Yes
Tier:   VIII (8)
Class:   Aircraft Carrier (CV)
Released Status:   Researchable Ship
Status During Early Access :   Special Ship
Ship Release:   ~0.9.6-0.9.7
Resource Purchase:    158,000 11.500,000
Nation:   Germany
Permoflage: Type 18  icon3000
Current Status:   Early Release

hull
Hit Points:   51,400 hp
Overall:   19 mm
Armor Belt:   ~80-100 mm
Hull Aft/Mid/Fore:   ~19-25 mm
Deck Aft/Mid/Fore:   25 mm
Superstructure:   13 mm
Torpedo Damage Protection:   16%
Tonnage:   52,720 tn

aircraft
attack aircraft
‎Me Bf109G:
Hit points:   1320 hp
Cruise speed:   162 kts
Max speed:   202 kts
Speed Boost Time:   5 s
Boost Reload Time:   10 s
Attacking flight size:   3
Squadron size:   9
Aircraft restoration time:   66 s
Detectability range:   10 km
Aircraft on deck:   14
ROCKET STATS:
SPERNGGRANATE AP
Max Damage: 2150 2350
Ammo Type: AP
Payload:   4 Rockets
Rocket Air Drag: 0.35
Rocket Always Ricochet At: 60.0 70.0°
Rocket Detonator: 0.022
Rocket Detonator Threshold: 25.0 mm
Rocket Diameter: 83 mm
Rocket Krupp: 3300
Rocket Mass: 18
Rocket Ricochet At: 45.0°
Rocket Speed: 500 m/s

torpedo bombers
‎Me Bf110C/LT F5D:
Hit points:   1570 hp
Cruise speed:   149 kts
Max speed:   189 kts
Speed Boost Time:   20 s
Boost Reload Time:   40 s
Attacking flight size:   3 pl
Squadron size:   9 pl
Aircraft restoration time:   80 s
Detectability range:   10 km
Aircraft on deck:   14
TORPEDO STATS:
F5D:
Max Torpedo Damage:   4067
Aerial Torpedo Speed:   52 kts
Payload:   1 Torpedo
Torpedo Range:   2.5 km
Torpedo Diameter:   489 mm
Torpedo Arming Distance:   604 m

dive bombers:
‎‎Me Bf110C:
Hit points:   1410 hp
Cruise speed:   149 kts
Max speed:   189 kts
Speed Boost Time:   20 s
Boost Reload Time:   40 s
Attacking flight size:   3 pl
Squadron size:   9 pl
Aircraft restoration time:   76 s
Detectability range:   10 km
Aircraft on deck:   14
Payload:   1 Bomb
BOMB STATS:
PC 500C
Max Damage:   7800
Bomb Type:   AP
Bomb Air Drag:   0.35
Bomb Always Ricochet At:   60.0°
Bomb Detonator:   0.03
Bomb Detonator Threshold:   30.0 mm
Bomb Diameter:   406 mm
Bomb Krupp:   2840.0
Bomb Mass:   520.0
Bomb Ricochet At:   45.0°
Bomb Speed:   450.0 m/s

SECONDARIES
6 x 2 105 mm L/65 Dop. L. C/38:
Range:   7 km
Damage:   1200 hp
Chance of Fire:   5%
Reload:   3.35 s
HE Armour Penetration:   26 mm
Shell Velocity:   900 m/s
Shell Mass:   15 kg

aa defence
LONG RANGE 
6 x 2 105 mm L/65 Dop. L. C/38:
Action Zone:   ~5.2 km
Hit Probability:   100 %
Damage Within an Explosion:   1400
Continuous Damage Per Second:   112
Number of Explosions Per Salvo:   6
MID RANGE
22 x 1 55 mm L/77 Gerät 58:
Action Zone:   ~4.0 km
Hit Probability:   100 %
Continuous Damage Per Second:   176

MANOEUVRABILITY
Maximum Speed:   31.8 kts
Turning Circle Radius:   1140 m
Rudder Shift Time:   13.0 s
Propulsion:   153,000 hp

CONCEALMENT
Surface Detectability:   13.5 km
Air Detectability:   11.2 km

CONsumables
Slot 1:  Damage Control Party:
Work Time:   60 s
Reload Time:   90 s

Slot 3:  Fighter.
Charges:   4
Action time:   600 s
Reload Time:   40 s
Flight Radius:   3 km

Champagne Tier VIII French Battleship

French Battleship VIII Champagne 1939

A battleship design close to that of the Gascogne class. Her triple turrets and the 406 mm guns mounted in them were developed in France in the second half of the 1930s.
Wows Gamer Blog wichita
VIII Champagne Flag
Champagne is a province in the northeast of France, famous throughout the world for its sparkling wines. The history of the region dates back to the county of Champagne, the first mention of which dates back to the turn of the 11th and 12th centuries.
Champagne's Main Characteristics :
Champagne embodies the development of the Gascogne French battleship project. The triple turrets with 406 mm guns which comprise her main battery were developed especially for the ship in France in the latter half of the 1930s. She's a fast battleship with powerful artillery, but relatively weak armor.
Key features:
* Six accurate 406 mm guns with a long reach of up to 25 km
* Multiple secondary guns: nine 152 mm and twenty-four 100 mm guns
* Her already decent 34-knot speed can be temporarily increased using the Engine Boost consumable
* Small HP pool for a Tier VIII battleship
* She earns more credits per battle, and her permanent camouflage adds a 50% XP bonus per battle and reduces the cost of the ship's post-battle service by 10%

ship details
Ship Name:   Champagne
Tier:   VIII (8)
Is Paper Ship:   Yes
Class:   Battleship (BB)
Status:   Premium Ship
WG Introduction:   Mar 6th 2020
Ship Release:   ~0.9.5.1
*Base Value:    icon12,500
Nation:   France
Permoflage:  Type 10 Free
Current Status:   Released (Regional Shops)

*Base Value is the Doubloon base value of the ship in respect of tier, class, status and final resource. (This can change).

hull
Hit Points:   52,600 hp
Overall:   19~430 mm
Citadel  Fore Athwartship:   233~355 mm
Citadel  Aft Athwartship:   233 mm
Citadel Torpedo Bulkhead:   30~50 mm
Citadel Deck:   40 mm
Citadel Bottom:   50 mm
Turrets:   75~150 mm
Conning Tower:   340 mm
Turrets:   175~430 mm
Torpedo Damage Protection:   28%
Tonnage:   42,544 tn

main battery
2 x 3 406 mm/50 Schneider:
Max Range:   25 km
Reload:   28.6 s
180° Turn Time:   30 s
Dispersion at Max Range:   258 m
Sigma:   2.0σ

shell types

HE SHELLS
406 mm HE Mle 1938:
Alpha Damage:   6100
Alpha Piercing HE:   68 mm
Ammo Type:   "HE"
Shell Air Drag:   0.2218
Shell Always Ricochet At:   60.0°
Shell Detonator:   0.001
Shell Detonator Threshold:   2.0
Shell Diameter:   406 mm
Shell Krupp:   250.0
Shell Mass:   900.0
Shell Ricochet At:   91.0°
Shell Speed:   850.0 m/s
Burn Probability:   49%

AP SHELLS
406 mm APC Mle 1938:
Alpha Damage:   12100
Ammo Type:   "AP"
Shell Air Drag:   0.2218
Shell Always Ricochet At:   60.0°
Shell Detonator:   0.033
Shell Detonator Threshold:   68 mm
Shell Diameter:   406 mm
Shell Krupp:   2900.0
Shell Mass:   900.0
Shell Ricochet At:   45.0°
Shell Speed:   850 m/s

secondaries
3 x 3 152 mm/55 Mle 1936:
Range:   7.0 km
Damage:   2200 hp
Chance of Fire:   12%
Reload:   12 s
HE Armour Penetration:   25 mm
Shell Velocity:   870 m/s
Shell Mass:   55 kg
12 x 2 100 mm/45 Mle 1933:
Range:   7.0 km
Damage:   1400 hp
Chance of Fire:   6%
Reload:   4 s
HE Armour Penetration:   17 mm
Shell Velocity:   780 m/s
Shell Mass:   13.5 kg

aa defence
LONG RANGE 
3 x 3 152 mm/55 Mle 1936:
12 x 2 100 mm/45 Mle 1933:
Action Zone:   ~3.5-5.8 km
Hit Probability:   75 %
Damage Within an Explosion:   1260
Continuous Damage Per Second:   140
Continuous Damage:   159
Number of Explosions Per Salvo:   6
MID RANGE
12 x 2 37 mm/70 ACAD Mle 1933:
Action Zone:   ~3.0 km
Hit Probability:   75 %
Continuous Damage Per Second:   53
Short RANGE
10 x 2 25 mm/60 CAD Mle 1939:
Action Zone:   ~2.5 km
Hit Probability:   70 %
Continuous Damage Per Second:   112

MANOEUVRABILITY
Maximum Speed:   34 kts
Turning Circle Radius:   850 m
Rudder Shift Time:   15.5 s
Propulsion:   155,000 hp

CONCEALMENT
Surface Detectability:   16.4 km
* Detectability After Firing MB Guns:   25.0 km
* Detectability After Firing Secondary Guns:   16.4 km
* Detectability With Ship on Fire:   18.4 km
Air Detectability:   11 km
* Detectability After Firing Secondary Guns:   11.0 km
* Detectability With Ship on Fire:   14.0 km
Detectability after Firing Main Guns in Smoke:   15.8 km

CONsumables
Slot 1:  Damage Control Party:
Work Time:   15 s
Reload Time:   80 s

Slot 2:  Repair Party.
Charges:   3
Action time:   28 s
Reload Time:   80 s
Regenerated hp per Second:   +263 hp/s
Total hp regenerated per charge ~7,364 hp

Slot 3:  Spotting Aircraft.
Charges:   4
Action time:   100 s
Reload Time:   240 s
Spotting Distance:   +20%

Slot 3:  Fighter.
Charges:   3
Action time:   60 s
Reload Time:   90 s
Flight Radius:   3 km
Fighters:   x3

Slot 4:  Engine Boost.
Charges:   3
Action time:   180 s
Reload Time:   120 s
Speed Boost:   +8%

June 25, 2020

0.9.5.1 Buffs 'n' Nerfs to Researchable and Premium Ships

0.9.5.1 Buffs 'n' Nerfs

* Increased accuracy of secondary battery on the following ships.
IV Rhein
VI Weser
VIII August von Parseval
X Manfred von Richthofen
Now similar in parameters to the Massachusetts.

* Changed characteristics of attack aircraft for 
IV Rhein 
VI Weser 
VIII August von Parseval 
X Manfred von Richthofen 
VI Erich Loewenhardt 

* The height of attack was increased;
* Accelerated alignment of the sight;
* Shortened preparation time for an attack:
> Tier IV from 5 to 4 s
> Tier VI from 6 to 3 s
> Tier VIII from 4 to 2.5 s
> Tier X from 4 to 2.5 s
* Guaranteed ricochet angle for rockets increased from 60 to 70 degrees;
* Rocket damage increased:
IV Rhein and VI Weser from 1,600 to 1,700;
VIII August von Parseval and VI Erich Loewenhardt from 2,150 to 2,350;
X Manfred von Richthofen from 2,800 to 3,100.

IX Ludendorf 
* Sigma parameter reduced from 1.8 to 1.6;
* Main battery gun reload time increased from 32 to 33 s.

X Slava 
* Main battery gun reload time increased from 32 to 33.5 s;
* Characteristics of the shells have been changed:
> AP shell damage has been reduced from 13,450 to 12,100;
> Ballistics and armor penetration have not changed.

X F. D. Roosevelt 
The characteristics of the attack aircraft have been changed:

* The height of flight was increased;
* Rocket flight time has been increased;
* The attack time was reduced from 7 to 5 s;
* The delay between rocket launches has been reduced: the attacking flight now fires all the rockets almost simultaneously.
* The shape of the sight has been changed: now the ellipse is horizontal.
The old concept of the Roosevelt attack aircraft, which included an elongated vertical elliptical sight and sequential missile drops, proved to be ineffective against most targets. Therefore, we changed the attack mechanics and the shape of the sight of the aircraft carrier attack aircraft to make them more comfortable to use. However, the extended flight time of the missiles to the target, as well as the long distance between the squadron and their sight, which requires attack aircraft's to start an attack at a considerable range from the target, will not allow Roosevelt to become excessively effective against destroyers.

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.