0.11.8 Balance Changes: To In-Game Ships and Unified Depth Charge Airstrike Parameters for all Cruisers and Battleships

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0.11.8 Balance Changes: To In-Game Ships and Unified Depth Charge Airstrike Parameters for all Cruisers and Battleships

WG are applying balance changes to the following ships based on an analysis of both their combat statistics as well as player feedback: researchable German and Italian destroyers, Siliwangi, Udaloi, Harbin, Jinan, Leander, Marlborough, Champagne, Ryujo, Bearn, and United States. The Depth Charge Airstrike parameters for all ships have been unified
 
 

V Maestrale:

  • Maximum damage of researchable torpedoes reduced: 9,067 to 8,600
    • Chance to cause flooding reduced: 145% to 136%.
  • Torpedo tube reload time increased: 75 to 80 s
  • Main battery reload time increased: 5.5 to 5.8 s

VI Aviere:

  • Stock torpedo damage reduced: 9,067 to 8,600
    • Chance to cause flooding reduced: 145% to 136%.
  • Torpedo tube reload time increased: 75 to 80 s.
  • Main battery reload time increased: 6.5 to 6.8 s

IX Adriatico:

  • Main battery reload time reduced: 6 to 5.7 s

VII Z-31, VIII Gustav-Julius Maerker, IX Felix Schultz, X Elbing

  • Maximum HE shell damage increased: 1,700 to 1,800
  • Chance to cause fire increased: 8% to 12%.

VIII Siliwangi:

  • Main battery reload time reduced: 5 to 4.8 s
  • Torpedo tube reload time reduced: 128 to 120 s

IX Udaloi:

  • The detectability of the stock hull is now similar to that of the researchable one:
    • Surface detectability range increased: 8.3 to 8.9 km.
    • Detectability after firing in smoke increased: 3.3 to 3.6 km.

VIII Harbin:

  • Added the Repair Party consumable.

X Jinan:

  • The main battery reload time has been reduced: 3.5 to 3.2 s.

VI Leander:

  • Main battery reload time increased: 8 to 8.5 s.
  • Reload time of the researchable torpedo tubes increased: 96 to 101 s.
  • Reload time of the stock torpedo tubes reduced: 106 to 101 s.

IX Marlborough:

  • Main battery sigma parameter increased: 1.4 to 1.45.

VIII Champagne:

  • HP increased: 52,600 to 60,900

VI Ryūjō:

  • Researchable torpedo bombers:
    • Maximum torpedo damage reduced: 6,500 to 6,067
    • Chance to cause flooding reduced: 36% to 34%.

VI Béarn:

  • Skip bombers:
    • HE bomb damage reduced: 6,100 to 5,800
    • Chance to cause fire reduced: 35% to 33%.

  United States:

  • Preparation time for a tactical torpedo bomber flight increased: 195 to 205 s.

Depth charge Airstrike stat changes

The Depth charge Airstrike parameters have been unified for all cruisers and battleships:

Tier

Depth Charge Damage

Number of Depth Charges

Number of Uses

Cooldown Time

V 3,400 1 1 30
VI 3,400 1 1 30
VII 3,400 1 2 30
VIII 4,200 2 2 30
IX 4,200 2 2 30
X 4,900 2 2 30
Superships 4,900 2 2 30
 
Please note! that all information in this post is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published stated as Released on our WGB website.

1 Comments

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  1. The only buff to Italian DD's was Adriatico's reload time... by .3sec... unreal. WG really needs to take a look in the mirror and ask themselves wtf do they want these DDs to be.

    1. Gunboats - They would need a range increase across up the whole tech tree. For Tier VIII make it 10km, for Tier IX make it 11km, and for Tier X make it 12km.
    a. 135mm SAP is anemic at best against anything other than a DD. The range increase would not hurt the DD vs. DD play, since the boats were apparently meant as DD assassins from the beginning. The issue becomes farming damaging mid to late game when you have no other enemy DDs to shoot, or in ranked play. The only way to keep these ships effective against BBs and cruisers during those low HP, late game moments is a range increase. The Elbing, with much higher damage potential using its AP, has that range, and it hasn't broken the game, while also using comparable torpedoes.
    b. A Heal is literally a must if no range buff is applied. The only way for these ships to be effective late game, if they don't have the range, is to provide them with the ability to regenerate their health after closing in to attack the enemy, whether they sink the ship or must pull back, they need a way to be able to stay in the fight, and if they can't get the range, a Heal is the only other way to achieve this.

    2. Torpedo Boats - If WG wants to make them use their torps to attack any other ships besides DDs, then lots of torp buffs need to be applied. There are numerous Italian torpedo designs from the WW2 era which they could base their torps off of & fake their stats.
    a. Fast Torp Option - Up the alpha damage to somewhere around 15,000, speed up to 65-67kts, range 8-10km, and detection to 1.2km. These could be a second torp option.
    b. Buffed Standard Torps - the 13.5km slow boys, can have damage buffed, and be the primary option, with a possible buff in range to 15-20km, to help with hitting camping BBs. This would allow two different playstyles for attacking anything heavier than a DD, with the fast torps for close in attacks to keep the playstyle similar to their primary role of assassinating DDs, or the slow long range torps, for hanging back and launching torp salvo to try and pick off unsuspecting BBs. The increase in range of these slow torps, would not hurt gameplay in anyway, and a buff in damage to their already anemic alpha would still be nothing to push them closer to the meta.

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