Test the New Aircraft Carrier and AA Mechanics and get Coal and Doubloon Rewards (Balance Changes)

Test the New Aircraft Carrier and AA Mechanics and get Coal and Doubloon Rewards

Test the New Aircraft Carrier and AA Mechanics and get Coal and Doubloon Rewards

Last year, WG presented a concept to address persistent problems in interactions between surface ships and aircraft carriers. The first playtest last summer was meant to check the viability of that concept. Thanks to your participation, WG gathered invaluable feedback and data and were satisfied with the overall results. Nevertheless, there was still a lot of work to do regarding balance and UI improvements.

 
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Over the past months, WG have conducted several internal tests, as well as a closed test with the participation of our volunteers. Now, WG are working on polishing the new design as WG aim to implement it on the Live Servers this year.

Your feedback allowed WG to significantly improve the initial concept, and WG would like to invite you to participate in the second public iteration of these mechanics and share your thoughts.

The information in the following article is tentative and reflects the state of game development at the time of its publication. Some changes and new features may be removed entirely or implemented differently. Screenshots, specific values of certain characteristics, and details of in-game mechanics won't necessarily be relevant after testing.

Test Details

Download Available: Mar 25, 02:00 PM UTC
Starts: Mar 26, 03:00 PM UTC
Ends: Apr 3, 06:30 AM UTC

Testing will commence on the CLANST server. All players will automatically receive access to the CLANST server to download the corresponding game client.


March 28th, 2025 Balance Changes Update - Test the New Aircraft Carrier and AA Mechanics

Test the New Aircraft Carrier and AA Mechanics #2

WG are bringing a patch with various balance changes and small fixes to the CLANST server, where you can try the new design of aircraft carriers and AA mechanics.

Maintenance Schedule

  • The patch will go live today, March 28th.
  • Maintenance starts at 17:00 UTC.
  • Server will be unavailable for approximately 1 hour.

General Balance Changes

  • The time it takes for the squadron to reach fully aimed status was slightly increased for all Tier X dive bombers.
  • The minimum speed limit of all Tier X dive bombers has been increased to match their values on the live server.
    • Previously, they could slow down by an additional 10% on the test server.
    • Now, they may need to start their attack from farther away in some cases.

Aircraft Carrier-Specific Adjustments

  • X HakuryÅ«
    • Dive and Torpedo Bombers HP increased by 20%.
    • Dive Bombers attack time increased: 10s → 12s.
  • X Franklin D. Roosevelt
    • Maximum torpedo damage reduced by 15%.
  • X Manfred von Richthofen
    • Dive Bombers now have a 15% smaller dispersion ellipse when fully aimed.
  • X Hildebrand
    • Dive Bombers' descent speed increased.

Anti-Abuse Measures

WG have temporarily removed the anti-abuse system for testing purposes, but some players exploited this by being inactive or throwing battles to complete missions faster. This negatively impacts test data and other players' experience.

Consequences: Battles with unsportsmanlike behavior will not count toward Coal, Doubloons, or the raffle for offending players.


How to Download and Install the Game Client

  1. Install an additional instance of the game.
  2. In the WGC, navigate to World of Warships.
  3. Open the "Game Settings" menu and select "Install additional game instance."
  4. Select "Region: CLANST" in the upper-left corner of the screen that appears.
  5. Click the "Install" button.

Click on Image for fullscreen

How to Download and Install the Game Client #1 How to Download and Install the Game Client #2

Rewards

Doubloon and Coal Rewards

First, you can simply play on the ClanST server to get resources on the live server:

Play 1 battle to receive coal3,000 Coal.

Play 6 battles to receive doubloon1,000 Doubloons.

Play 11 battles in total to receive another doubloon1,000 Doubloons.

Ship Giveaway

Additionally, we'll conduct another giveaway—this time, for flag shipicon IX Georgiaflag shipicon VIII USS Enterprise, and flag shipicon VIII Kutuzov!

  • Fight 10 Random Battles playing destroyers, cruisers, or battleships to enter the raffle for one of 5 flag shipicon IX Georgia's.
  • Fight 10 Random Battles playing aircraft carriers to enter the raffle for one of 5 flag shipicon VIII USS Enterprise's.
  • Fight 10 Random Battles playing any ship to enter the raffle for one of 5 flag shipicon VIII Kutuzov's.

The rewards will be delivered no later than 7 working days after the end of testing. You can only win one of these ships. If you already have the ship on your account, you'll receive compensation in Doubloons.


Brief Recap

The new design aims to reduce spotting by aircraft overall and remove unintentional spotting by aircraft, as well as make AA more impactful while ensuring aircraft carriers remain viable in battles.

After the first Public Test, WG outlined additional improvements to achieve:

  • Make the new design more intuitive by improving interactions between ships and aircraft and making them easier to understand.
  • Make changes to some of the older systems tied to aircraft for better quality of life and to provide room for future improvements.

Key Changes Since Last Public Test

  • The recon mode timer will be separate for each squadron and can only be restored while your squadron is not in active use.
  • Manual AA (previously Priority Sector) will combine old and new designs—covering 360 degrees and buffing AA damage.
  • A new consumable has been introduced that directly decreases incoming damage from aircraft and all types of torpedoes.
  • Shell explosions (flak) have been completely removed.
  • Patrol Fighters, Combat Air Patrol, and Fighters can't spot ships, and received additional balance changes.
  • Various UI and audio improvements have been implemented to make the mechanics easier to navigate both for surface ship and carrier players.
  • Hybrid ships will have their aircraft behave in the same way as those originating from aircraft carriers.

Changes to Aircraft Carriers

While there are quite a few changes compared to the first iteration, WG are sticking to the same concept—aircraft will operate in three distinct modes: travel, attack, and recon, each with its own goals and rules.

Developer's note: Based on player feedback, WG have brought back the speedometer, as well as enhanced the aiming UI. Instead of the engine boost bar, a new consumable that increases the maximum speed of aircraft in all three modes has been introduced. Special UI and visual elements were added to better differentiate between modes.

Travel Mode

Travel mode allows quick movement across the map at high altitude

  • In travel mode, planes operate at high altitudes.
  • They can't spot enemy ships directly - rely on teammate spotting
  • Can detect enemy aircraft and be spotted by other planes/surface ships
  • Safe from AA fire but vulnerable to Fighters and Interceptors
  • Non-player-controlled aircraft don't use this mode (remain vulnerable to AA)
  • Significantly faster movement for quick map traversal (adjustable with W/S keys)
  • Press F at high altitude to return entire squadron to carrier

Attack Mode

Attack mode shows the descent and targeting sequence

  • Activate by clicking left mouse button - one flight descends while rest stay high
  • During descent: planes spot ships but become vulnerable to AA
  • No reduced maneuverability during attack preparation
  • Green reticle indicates attack readiness (click again to launch)
  • Limited time to fire/drop payload (automatic if time runs out)
  • Destroyed aircraft in attacking flight aren't replaced (reduces damage potential)
  • If entire attacking flight destroyed: run aborted, return to travel mode
  • Planes regroup after attacks (most HP planes attack first)
  • Press F during attack to abort and return to carrier

Recon Mode

Recon mode provides temporary spotting capability

  • Activate with Q button while in travel mode
  • Planes descend briefly to spot opponents (become vulnerable to AA)
  • Each squadron has limited recon mode timer
  • If recon flight destroyed: switch to remaining squadron (timer stops)
  • If timer runs out: planes auto-return to travel mode (unless attacking)

Manual Control of Secondary Guns

Direct control of secondary armaments

  • When not piloting aircraft: control carrier's secondary guns
  • For mixed armaments: only control largest-caliber guns
  • Must manually use Damage Control Party when controlling carrier
  • Consumable becomes automatic again when launching planes
Developer's Note: Fire settings adjusted to be closer to battleships: longer duration (45 sec) but can't be constantly relit. Damage per second: 0.3% of max HP. Fire resistance matches same-tier battleships.

Changes to Surface Ships

WG have revamped existing AA tools and introduced new ones to give surface ships more ways to fight aircraft.

Manual AA Defense Reinforcement

Developer's note: After reviewing your feedback, WG decided to combine the best of the old and new designs of this mechanic. When activated, it will cover the whole AA area around the ship and buff AA damage.
  • Activated by pressing O or ~ within your AA range
  • Instantly deals percentage damage proportional to attacking flight's health
  • Temporarily buffs all continuous AA damage
  • Effect gradually weakens over duration

Automatic AA Defense Reinforcement

Automatic AA is a new defensive tool intended to discourage aircraft from repeatedly targeting the same ship.

  • Passively charges while AA is shooting aircraft (similar to combat instructions)
  • At 100% charge, automatically activates AA damage bonus
  • Progress doesn't decay when not damaging planes
  • Charge depletes slower when not actively damaging planes
  • No activation limit per battle (can't charge while active)
  • Aircraft can see active Automatic AA (special visual effects)
Developer's note: In this iteration, the progress won't decay, even if you don't damage enemy planes for a while. After activation, Automatic AA Defense Reinforcement will start losing its charge. If it's not attacking planes (because there are no nearby planes or if AA is disabled or broken), it will happen slower than if it's actively damaging them. There's no limit on how many times Automatic AA can be activated in a battle, though you won't get any charge while the Automatic AA is already active.

Defensive AA Fire

  • Remains mostly unchanged from Live Server version
  • No longer provides shell explosion bonuses (since removed)
  • Still an efficient AA tool in new system

Aerial & Torpedo Defense System

  • New consumable that reduces incoming damage from:
    • Rockets
    • Bombs
    • All torpedo types (including non-aerial)
  • Available on certain ships (separate or shared slot)
  • Features alarm light visual indicators when active
  • Adjusted bonuses compared to recent closed test

Other Changes

Shell Explosions Removal

Shell Explosions have been a key component of the current AA mechanic. However, after extensive testing, WG have determined that they no longer align with the new design. With carriers now managing additional elements, the mechanic has become overwhelming.

  • Shell Explosions (Flak) completely removed from the game
  • New system balanced to account for this removal
  • Potential future return in modified form
Developer's note: In the new design, aircraft gameplay has become faster, and even small mistakes or delays in decision-making are now more punishing than before. On top of that, carrier players now have more elements to manage—such as the new altitude system, countermeasures from surface ships, and completely reworked attack patterns. With so many things to keep track of, the gameplay demands greater focus.

Secondary Aviation Changes

  • Patrol Fighters, Combat Air Patrol, and Fighters can no longer spot ships
  • X Napoli (and X Napoli B) receive Spotting Aircraft in Fighter slot
  • Fighter squadron size increased
  • Reduced attack initiation time for Fighters and Patrol Fighters
  • Patrol Fighters now control larger areas
  • Increased reload time for both Fighters and Patrol Fighters

UI Improvements

  • Clearer threat indication based on aircraft mode and distance
  • Visual indicators vary by mode and proximity:
    • Orange arrow: Distant travel mode
    • Orange plane: Close travel mode
    • Red arrow: Distant recon/attack mode
    • Red plane: Close recon/attack mode
  • Audio notification when aircraft enter AA range and switch modes
  • Distinct visual identification between travel and attack modes

Changes to Concealment

  • Maximum air/periscope detectability capped at 10 km for all ships
  • Fire detectability penalty unified: +2 km to both surface and air detection
  • Japanese torpedo bomber detectability increased (7.5 km → 10 km)
  • Depth Charge Airstrike/Fighters detectability increased (7.5 km → 10 km)
  • Firing main battery no longer increases air detectability

Commander Skill, Upgrade, and Signal Changes

  • Multiple carrier-related Commander skills updated
  • Various equipment upgrades rebalanced
  • Charlie Kilo signal adjustments

Economy Changes

  • Potential adjustments to carrier XP and credit earnings
  • Changes not final and subject to further testing

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