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Showing posts with label latest. Show all posts

December 04, 2019

INDOMITABLE Tier VIII 🇬🇧 British Premium CV Supertest Stats World of Warships

INDOMITABLE 🇬🇧 British Tier VIII Aircraft Carrier

INDOMITABLE Flag
Aircraft carrier Indomitable: the last in the series of the Illustrious-class ships, entered service in 1941. During World War II, she took part in the Malta convoys, the Battle of Madagascar, the landings in Sicily, and operations conducted by the British Pacific Fleet.
Tier VIII ðŸ‡¬ðŸ‡§ British Premium CV INDOMITABLE
The last ship from the Illustrious-class carriers, which represented a revolutionary breakthrough in the development of aircraft carriers thanks to the introduction of an armoured flight deck. In contrast to the lead ship, she had an increased capacity and could carry more aircraft.

COST:  12,000 Doubloons (WG Devs Value)

Health Points: 51,400.
Armour: 13~114 mm.
Aft-Fore Hull Plating: 21 mm.
Hangar  Plating: 19 mm.
Aft-Fore Deck Plating: 25-76 mm.
Citadel Armour Belt: 114 mm.
Superstructure: 13 mm.
Propulsion 111,000 hp
Torpedo Protection: 28%.
Tonnage: 29,730 tn.

6 x Attack Aircraft: de Havilland Sea Hornet.
4 x Dive Bombers: de Havilland Sea Hornet.

Sea Hornet/RP-3 60LB HE No1 MK.I:
Hit Points: 2100 hp.
Tier VIII Planes.
Aircraft on Deck: 12.
Cruise Speed: 188 kts.
Max Speed: 228 kts.
Engine Boost: 5 s.
Engine Boost Reload: 10 s.
Attack Squad Size: 2.
Squadron Size: 6.
Weapon Payload: 8.
Plane Concealment: 10 km.
Plane Restoration Time: 115 s.
Type of Projectile: HE Rocket.
Max Rocket Damage: 2100.
Alpha Piercing HE: 27 mm.
Rocket COF: 9% 

Sea Hornet/250LB G.P. BOMB.
Hit Points: 2590 hp.
Tier VIII Planes.
Aircraft on Deck: 8.
Cruise Speed: 182 kts.
Max Speed: 217 kts.
Engine Boost: 20 s.
Engine Boost Reload: 40 s.
Attack Squad Size: 2.
Squadron Size: 4.
Plane Restoration Time: 117 s.
Bombs in Payload: 6.
Plane Concealment: 10 km.
Max Bomb Damage: 4700.
Alpha Piercing HE: 32 mm.
Bomb COF: 27%.

8 x 2 113 mm/45 Mark II BD/HE 5crh.
Damage: 1700 hp.
Range:  4.5 km
Reload: 5 s.
Alpha Piercing HE: 18 mm.
Speed: 746 m/s
COF: 8%
CCPS: 9 Credits. 


Action Zone: 0.1 - 5.8 km
Hit Probability: 100%
Continuous Action Zone Area DPS: 88
Shell Explosion Radius DPS: 1330
Explosions Per Salvo: 4

Action Zone: 0.1 - 3.5 km
Hit Probability: 100%
Continuous Action Zone Area DPS: 228

Action Zone: 0.1 - 2.0 km
Hit Probability: 95%
Continuous Action Zone Area DPS: 385





Maximum speed: 30.5 kts
Turning radius: 970 m
Rudder shift time: 13.0 s 

Surface Detectability: 13.5 km
Air Detectability: 10.6 km
Assured Detectability Range: 2.0 km 

Slot 1:Damage Control Party:
Charges Unlimited
Action Time 60 s
Reload Time 90 s
Slot 2:Fighters:
Charges 4
Action Time 10 Mins
Number of Fighters 5
Action Radius 3 km
Reload time 40 s

IMPORTANT! Because this Ship is based on estimated stats and WIP (Work in Progress), 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.

November 07, 2019

Buffs 'n' Nerfs to Commander Sansonetti and Test Ships Mainz, Gorizia, British Cruisers World of Warships

WOWS GAMER BLOG

Buffs 'n' Nerfs to Commander Sansonetti and Test Ships Mainz, Gorizia, British Cruisers


Italian unique historical commander Luigi Sansonetti: *BUFF*

The "Scorched by Fury" talent is changed. It will be triggered upon obtaining the Confederate achievement rather than High Caliber, and will increase the reload speed from:  5% to 15%.

The trigger for the talent was changed because the High Calibre achievement was easier to get in Ranked Battles than in Random Battles (due to smaller size of teams in Ranked Battles). The Improved reload speed brings Sansonetti in balance with other unique commanders.

GORIZIA Tier VII Italian Cruiser: *BUFF*
* Reload time of Exhaust Smoke Generator is lowered from 240 (180) to 210 (140) s;
* Parameters of Hydroacoustic Search are changed:
** Action time increased from 100 to 120 s;
** Torpedo detection range increased from 3.5 to 4 km;
** Ship detection range increased from 5 to 6 km.

Changes to consumables will make Gorizia more interesting to play and will highlight her main difference to the researchable Italian cruisers - Hydroacoustic search, compensating the lack of torpedoes.
CLICK HERE FOR GORIZIA FULL STATS.

MAINZ Tier VIII German Cruiser: *BUFF*
* * Increased the armour thickness of main battery turrets:
** Frontal armour plate from 30 to 80 mm.
** Upper armour plate from 20 to 32 mm.
** Side armour plates from 20 to 35 mm.
The armour of this cruiser's turrets will become the same as that of Nürnberg. This will noticeably improve the survivability of her main calibre turrets.

* Air resistance coefficient was decreased for armour piercing and high explosive shells from    0.3307 to 0.29;
* Krupp value for armour piercing shells was increased from 1852 to 2300.
The changes to Mainz's shells will increase their flight speed (making shooting manoeuvring targets easier), and will increase penetration of armour piercing shells.
CLICK HERE FOR MAINZ FULL STATS.

BEDFORD Tier VIII British Cruiser: *NERF*

* Main battery reload time increased from 11 to 12 s.

These changes are made as part of the initial balancing phase of the ships.


DRAKE Tier IX British Cruiser: *NERF*

* Main battery reload time increased from 14 to 15 s.

These changes are made as part of the initial balancing phase of the ships.

CLICK HERE FOR DRAKE FULL STATS.


GOLIATH Tier X British Cruiser: *NERF*

* Main battery reload time increased from 15 to 17 s.

These changes are made as part of the initial balancing phase of the ships.

CLICK HERE FOR GOLIATH FULL STATS.

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.

November 01, 2019

ST: Buff to Test Ships Cruisers Puerto Rico and Mainz

WOWS GAMER BLOG

Buffs to Test Ships

TEST SHIP CHANGES:

PUERTO RICO Tier X American Cruiser:
* Detectability range by sea reduced from 17.6 to 16.56 km.
* Detectability range by air reduced from 11.86 to 11.16 km.
* Detectability after firing main guns in smoke reduced from 14.27 to 13.15 km.

This change will help to increase the survivability of Puerto Rico in combat and will also bring the ship's visibility into line with her size.
CLICK HERE FOR PUERTO RICO FULL STATS.

MAINZ Tier VIII German Cruiser:
* Main battery reload time was reduced from 7.5 to 6 s.

Tests showed that Mainz's damage per minute was not high enough for a tier VIII cruiser.
CLICK HERE FOR MAINZ FULL STATS.

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.

October 14, 2019

ST: Buffs 'n' Nerfs to Test Ships Puerto Rico, Mainz and Italian Cruisers Tier I - VI

Buffs 'n' Nerfs Changes to Test Ships

TEST SHIP CHANGES:
PUERTO RICO Tier X American Cruiser:

- Sigma parameter was changed from 1.9 to 2.2 s

The test results have shown that the ship lacks sufficient accuracy of the main caliber guns for effective play.
CLICK HERE FOR PUERTO RICO FULL STATS.

MAINZ Tier VIII German Cruiser:

- Bow and aft armor reduced from 27 to 25 mm

Mainz's bow and aft armor is reduced to better match the light cruiser type and to highlight the difference from the Admiral Hipper.
CLICK HERE FOR MAINZ FULL STATS.

ERITREA Tier I Italian Cruiser:

- Main battery reload time was reduced from 4.5 to 3.5 s

NIBI BIXIO Tier II Italian Cruiser:

- Main battery reload time was reduced from 13 to 12 s

TARANTO Tier III Italian Cruiser:

- Detectability range by air increased from 4 to 5.1 km
- Main battery reload time was reduced from 13 to 12 s

Di GIUSSANO Tier IV Italian Cruiser:

- Detectability range by air increased from 4.5 to 5.1 km

RAIMONDO MONTECUCCOLI Tier V Italian Cruiser:

- Main battery reload time was increased from 13 to 14.3 s
- Torpedoes reload time increased from 47 to 55 s

TRENTO  Tier VI Italian Cruiser:

- Main battery reload time was reduced from 16 to 15 s

We continue to tune the Italian cruisers: the reload time of these ships armaments has been changed to improve their balance. Detectability range by air of Taranto and Alberto Di Giussano was less than AA defense action zone, so it was increased.


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.

October 03, 2019

Submarines Beta Test: Results of the first session. WoWs Dev Blog

UPDATED: OCT 3RD 2019
Beta Test 2 Changes and Test 1 Results
Thanks to all participants of the first round of the Beta Test! We are grateful for the time taken to try out the new ship type and sharing your impressions and ideas with us.

The Second stage of Beta Test starts today and we would like to share a list of changes, most of which are based on your feedback.

  • The TST server only runs 8 hours a day to ensure maximum amount of participants online at once.
  • The TST server is available 12:00 - 20:00 UTC daily between the 3rd and 8th of October for round 2 testing.
We remind you that during Beta Test, we are working –with your help– to review and evaluate the current concept of the gameplay on and against submarines. Most of what you will see is now in development. The current state of the gameplay, balance characteristics, texts, and much more may differ from what will be in the final version.

As part of the beta test, we will work with you to improve the gameplay of submarines, make improvements or changes, and prepare for the next stages of testing.

After the Beta test, which will take place over several iterations, submarines will be added to the game client as part of a separate game mode (as it was, for example, with Arms Race, Rogue Wave or Space Battles). This will allow us to test under main server conditions, with a larger number of participants as we make the finishing touches and adjust the balancing of the new class.

Only after all these steps have been taken will we decide on the fate of submarines.

Don’t worry If you don’t find yourself among the Beta Test participants. As the test goes on, we’ll be sending out more and more invitations so that every player who wishes to can eventually join the Beta Test!

The main changes for Round 2 of the Beta Test:
  • Reworked interaction between destroyers and submarines;
  • Manual depth charges;
  • Maximum Depth: a new consumable for submarines;
  • Re-balanced submarine torpedoes!
Looking back at the results of Round 1, we’ve made significant changes to the interactions between destroyers and submarines. Previously, players hemming destroyers were able to get by with the performance of just a minimal set of actions. It often transpired that destroyers’ Commanders didn’t have much involvement in the submarine hunting process, and sometimes weren’t even able to determine which actions exactly they had received ribbons for.

Now, ships carrying depth charges will be equipped with an active Hydrophone that can track a submarine’s movement within a particular radius around the ship. The Hydrophone displays three ranges: long, medium, and short. At each range, the submarine’s bearing is updated at varying intervals of time: The closer the ship is to the submarine, the more frequently the incoming information will be updated. With each update, the submarine’s approximate location will be indicated with a special marker.


Depth charges will now be released by pressing the “G” key. A destroyer will carry several charges that can be released consecutively. Depth charges will have a certain reload time.


Many players enjoyed the option to change the diving depth in Operation “Terror of the Deep”. We’ve reviewed your comments carefully and decided to add greater diversity to the tactics available to submarines to counter destroyers by equipping subs with consumables that can increase their diving depth. By default, submarines will be able to choose between three depths: periscope depth, surface level, and underwater level. However, when at the underwater level, you can use the Maximum Depth consumable to temporarily dive even deeper than usual. At greater depths, submarines will take less damage from depth charges.


A submerged submarine now cruises at a speed that’s approximately 20% slower than her speed on the surface. With the improvements made to the mechanics of depth charges and the addition of the Maximum Depth consumable, we believe this change will balance the underwater gameplay.

Another major difference from Operation “Terror of the Deep” is the option to go to periscope depth by pressing the “G” key. The capabilities of a submarine at periscope depth are substantially different from her capabilities underwater or on the water’s surface. At periscope depth, a sub can launch torpedoes and emit sonar pings, but it comes at the cost of a substantial drop in speed. By assigning a separate key for going to periscope depth, we aim to avoid situations where a player accidentally “shifts” from one depth to another, losing the possibility to launch torpedoes and emit sonar pings as a result. Apart from that, when at periscope depth, a submarine will no longer be able to detect a submerged hostile submarine. This way we emphasise the main objective of a sub at this depth: hunting for surface ships without getting distracted by submarines detected underwater.

During Round 2 of the test, the Radio Location skill is disabled. During the first round, it worked without restrictions for all types of ships, often providing excessive information about the location of hostile ships. I.e. informing destroyers about the position of hostile submarines, and vice versa. We’re going to change the mechanics of the skill with the different diving depths in mind and bring it back into the game in the following rounds of the test.

A lot of players pointed out that the system of switching between torpedo tubes was not very convenient. After careful examination of your comments, we’ve reworked the way torpedo tubes are activated to bring the process in line with that of other ships: groups of torpedo tubes are selected depending on the chosen launching angle. Along with interface-related changes, in Round 2 we’re going to add an option to use the stern torpedo tubes. You’ll also be able to switch to sonar pings simply by pressing the “2” key. This way players will be able to determine for themselves whether they need to emit a sonar ping, or whether they can do without it and simply launch a torpedo salvo at a target.

The notification displayed when a sonar ping is emitted by a sub will now be more noticeable: the Minimap indication of the spot where the sub was last detected will be brighter.

Battleships are the primary target for submarines. However, during Round 1 subs turned out to be too efficient in countering them. They could deal huge amounts of damage with a single salvo of torpedoes after two successful sonar pings on the target. To balance this, we’ve changed the mechanics of damage dealing for acoustic torpedoes: we’ve increased their regular damage but decreased the damage to a target hit by two sonar pings. With this change, acoustic torpedoes will no longer be overpowered against battleships, leaving the latter with a chance to reduce the damage they might sustain by manoeuvring effectively.

At the same time, despite being highly effective against battleships during Round 1 of the test, submarines didn’t have much of a chance against cruisers and destroyers. To tweak the balance in this area, we’ve made the following changes: a second successful hit with a sonar ping increases the accuracy of torpedo guidance, giving players a better chance to hit cruisers and destroyers. However, these ships will still have a good chance to dodge any incoming torpedoes: we’ve increased the distance at which the guidance ceases to work and where an acoustic torpedo will continue onwards like a regular one. A ship has the best chance to avoid getting hit by maneuvering when the torpedo is no longer guided. During Round 2 of the Beta Test, this distance is set at 600 meters for destroyers, 900 meters for cruisers, 1,200 meters for battleships, and 300 meters for submarines.

Acoustic torpedoes now interact better with submarines and will track a hostile sub even when she dives deep, but their manoeuvrability is still limited. A submarine that makes a sudden change of course at the appropriate time can avoid being hit by a torpedo.


At periscope depth, a submarine is easy to detect using a variety of means, but she’s still hard to hit. In forthcoming rounds of testing, we are keen on improving the interaction between artillery-focused ships and submarines at periscope depth to achieve the optimum balance when firing at a submarine operating.

Of course, we’ve complemented this with changes to balance, audio, visuals, and other components. Regarding balance characteristics, we’ve changed the damage and effective radius of depth charges, the surfacing and diving speed of submarines, and a few other parameters.

Also, we’re glad to announce that the rewards for the participants of the first session of the Beta Test are already invoiced (except for the flag and patch, they will arrive later). We would like to note that all missions, except for the tasks on flag and patch, start every session anew.

Also, if you want to take part in Beta Test, check the Subscription Management section of the Account Management page on the portal — you should have a check-mark next to World of Warships for the invitation to reach you.

Please note that the mechanics described here and other elements that are available to Beta Testers may differ from the final version.

September 13, 2019

ST, New Ships GORIZIA Tier VII Italian Cruiser and MAINZ Tier VIII German Cruiser in World of Warships

ST, New Ships Gorizia and Mainz

GORIZIA Tier VII Italian Cruiser:
MAINZ Tier VIII German Cruiser:

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.

Devs, Changes to Test Italian Ships and Soviet Tier VIII Poltava World of Warships

devs blog world of warships

Changes to Test Italian and Soviet Ships

Italian SHIPS:.
Ricochet angles are changed for semi-armor-piercing (SAP) shells:
  • - For 150 mm and 152 mm guns angles are changed from 80-85 to 65-80;
  • - For 203 mm guns angles are changed from 75-80 to 65-80.
Venezia maintains her ricochet angles of 75-80.

We continue to tune SAP shells to provide commanders an option for counterplay - these shells will ricochet more often at sharp angles.

The Italian cruisers’ detectability range by air is fixed:
  • - Eritrea, tier I: lowered from 7.12 to 5.12 km;
  • - Alberto di Giussano, tier IV: increased from 3.96 to 4.49 km;
  • - Raimondo Montecuccoli, tier V: lowered from 6.64 to 6.07 km;
  • - Genova, tier V: lowered from 11.1 to 8.28 km;
  • - Trento, tier VI: lowered from 7.86 to 5.31 km;
  • - Zara, tier VII: lowered from 7.52 to 6.98 km;
  • - Amalfi, tier VIII: lowered from 9.53 to 8.67 km;
  • - Brindisi, tier IX: lowered from 10.18 to 9.2 km; CLICK HERE FOR BRINDISI FULL STATS.
  • - Venezia, tier Ð¥: lowered from 11.12 to 9.92 km. CLICK HERE FOR VENEZIA FULL STATS.
Italian cruiser Alberto da Guissano, tier IV:
  • - Basic firing range of main caliber guns lowered from 13.5 to 12.6 km
Italian cruiser Genova, tier V:
  • - Basic firing range of main caliber guns increased from 13 to 14.3 km.
Italian cruiser Trento, tier VI:
  • - Reload time of main caliber guns increased from 15 to 16 s.
Italian cruiser Zara, tier VII:
  • - Reload time of main caliber guns lowered from 15 to 14.5 s;
  • - Reload time of Exhaust Smoke Generator increased from 25 to 40 s
According to the test results, these ships needed additional balance changes.

POLTAVA TIER VIII SOVIET BATTLESHIP:
  • The ship is moved to tier VII and her parameters are updated to match the new tier:
  • Fire protection setting lowered;
  • Plating thickness lowered from 32 to 25 mm;
  • Superstructure armor thickness lowered from 19 to 16 mm;
  • Parameters of AA defense changed;
  • Reload time of main caliber guns is lowered from 30 to 28 s.
Despite all the strong features of the ship (low detection range, good armor and AA defense), the battleship was not strong enough for tier VIII.
Click Here FOR POLTAVA FULL STATS.

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.