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amnesia98

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  1. German cruiser Mainz, tier VIII: Main caliber turret traverse speed increased from 6.0 to 7.6 degrees/second. Mainz's turret traverse speed will be the same as Nurnberg's. Italian cruiser Gorizia, tier VII: Main battery reload time was lowered from 16.5 to 15 s. The change will increase the cruiser's combat efficiency and will make playing it more comfortable. British heavy cruisers: Main battery reload time was increased: Hawkins, tier V: from 13 to 14 s; Devonshire, tier VI: from 12 to 14 s; Surrey, tier VII: from 11 to 13 s; Albemarle, tier VIII: from 12 to 14 s; Drake, tier IX: from 14 to 16.5 s; Goliath, tier X: from 17 to 19.5 s. Shell parameters were changed: HE shells of 190 mm caliber: Maximum damage was increased from 2,650 to 3,050; Chance of causing fire was increased from 13% to 15%; HE shells of 203 mm caliber (except London, tier VI): Maximum damage was increased from 2,850 to 3,300; Chance of causing fire was increased from 15% to 17% HE shells of 234 mm caliber: Maximum damage was increased from 3,350 to 3,850; Chance of causing fire was increased from 21% to 24% Armor penetration was increased from 38 (1/6 of caliber) to 58 mm (1/4 of caliber); Ballistics were changed. Now the shell will need more time to travel the same distance. For example, instead of 5.2 seconds at a 10 km range, it will take 5.39 seconds. At a range of 15 km instead of 8.63 seconds it will take 9.2 seconds. AP shells of 234 mm caliber: Armor penetration was improved, especially at close and medium ranges. It increased by 33% at 7 km and by 5% at 14 km. Ballistics were changed. Now the shell will need more time to travel the same distance. For example, instead of 5.2 seconds at a 10 km range, it will take 5.39 seconds. At a range of 15 km instead of 8.63 seconds it will take 9.2 seconds. The Repair Party consumable's parameters were changed: For Hawkins, Devonshire, and Surrey, the restoration of citadel damage was increased from 10% to 50%; For Albemarle, Drake, and Goliath, restoration of citadel damage was increased from 33% to 50%; For Drake and Goliath, restoration of casemate (non-citadel) damage was increased from 50 to 60%. Though British cruisers dealt good damage to targets with light and medium armor, they weren't efficient enough against heavily armored targets. Thus we've increased the damage of their HE shells. At the same time, to lower the excessive efficiency against lightly armored targets, the reload time and ballistics were changed. Due to fighting at a relatively close distance, British cruisers are often focused by enemies and receive significant damage. The changes to Repair Party will improve the survivability of these ships in order to preserve the style of their gameplay. Please note that the information in the Development Blog is preliminary and subject to change.
  2. Please refer to the following FAQ: Q&A (as of 11/20/2019) Frequently Asked Questions 1. Why are we being offered to transfer servers? We recently had offered India-based players on the Asia server an opportunity to transfer to the EU server. After that initiative’s success, we decided to expand the scope of the offer. 2. Do I have to transfer my account? No. It’s an optional, temporary offer for those interested in playing on a different server. 3. What happens if I don’t transfer? You continue playing on your same server as usual. Nothing changes. 4. How long do I have to decide if I want to transfer? You have until the end of the offer period above. 5. What will happen to my old account when I transfer? Your World of Warships account on the previous server will remain active for one month — after which it will be locked. Accounts for other Wargaming titles (World of Tanks, etc.) will be unaffected. 6. What if change my mind about transferring servers? You can reach out to your region’s Customer Service within 30 days of the transfer and explain your situation in order to have the transfer reverted. 7. Do my stats and progress carry over? Due to technical limitations, we can only carry over your Random and Co-Op battle stats. All of your ships, Commanders, Premium Time, currencies, achievements, Campaign/Operation progress, flags, camo, etc. will be transferred too. 8. Are there some things that don’t transfer? Yes. Clan information, Armory coupons, mission progress (such as Unique Modifcation missions), and Directives won’t be transferred. 9. What about my Clan? Will it transfer? Unfortunately, due to technical constraints, we cannot transfer your Clan. However, if you are a Clan commander, you can contact the Customer Service Team of your new server, and they will provide you with the assets (2,500 ) to re-create your Clan on the new server. 10. What about Clan progress? Since we can’t transfer Clans, we can’t transfer Clan progress. 11. Are there any benefits to transferring? The benefits, if any, will depend on your own preferences and situation. Some reasons could be: You relocated and are now closer to a different regional server You’ve made friends who play on another server and want to play with them. You prefer the forums/community of a different server You want prime play times that are more in line with your time zone or daily schedule 12. What if I want to transfer to/from the CIS server? Unfortunately, this offer is only available on the NA, EU, and Asia servers. 13. Will I still be able to play with friends that stay on my previous server? Unfortunately, it’s not possible for players on different servers to play with each other. 14. Can I transfer my account if I’m a Steam player? Yes, but you will first need to create an account, link it, and login to the website of the regional server you’re transferring from. 15. What if I make purchases after being transferred, then change my mind? Will my new purchases revert back to my previous server? No, but such purchases will be refunded. 16. What will happen to information and progress from other games on my Wargaming account (World of Tanks, etc.)? Only your World of Warships account, progress, and information will be transferred. Accounts for other games will be accessible as normal on the previous server even after the transfer. 17. Will I pay the same prices at the Premium Shop? Depending on your country of residence, previous server, and new server, you might see different prices in the Premium Shop after you transfer.
  3. amnesia98

    PT, Balance Changes

    In version 0.8.11 the following balance changes will be made: Japanese aircraft carrier Hosho, Tier IV: Changed torpedo aiming parameters. Previously, Hosho torpedo bombers maintained narrow aiming cones whilst performing manoeuvres, making accurate aiming much easier. Now the possible angle of torpedo drop is increased during manoeuvres. This change will reduce the efficiency of the Hosho as well as restore the Japanese flavor of the Hosho's torpedo bombers. American aircraft carrier Midway, Tier X: Torpedoes changed: Maximum damage increased from 4,233 to 5,067; Flooding chance increased from 33% to 42%. After recent changes, Midway was slightly weaker compared to other ships. The increased damage will increase the efficiency of torpedo bombers , and Midway itself will become more competitive. American cruiser Salem, Tier X: Action time of the "Surveillance Radar" consumable increased from 25 to 40 s. This change will increase the efficiency of Salem in combat and help her to better deal with destroyers and control key positions on the map. German battleships: Ellipse of main caliber gun shells dispersion is adjusted to the settings of the American and British battleships. This change will increase the accuracy of all German battleships and make the playing experience more comfortable. Change to upgrades: "Hydroacoustic Search Modification 1" can now be mounted on any ship starting from Tier VI, equipped with "Hydroacoustic Search" consumable. Now this modification can be mounted on German battleships. British cruiser Hawkins, Tier V: Detectability range by air increased from 6.36 to 6.44 km In some cases, Hawkins' detectability range by air was less than its AA defense action zone, so it was increased. Please note that the information in the Development Blog is preliminary and subject to change.
  4. German unique commander Günther Lütjens Soon we will be testing a unique German commander, so today we are ready to reveal the current concept of his talents and improved skills: Secondary Armament Expert: after receiving 100 "Secondary hits" ribbons, the reload time of secondary armament is reduced by 15%. Talent can be activated once per battle. Iron Strike: after receiving 140 "Main battery hits" ribbons, the reload time of the main battery is reduced by 7.5%. Talent can be activated once per battle. Exemplary Reconnaissance: after receiving 3 "Spotted " ribbons, the ship's hit points are partially restored. The talent restores 300 hit points per second. Its duration in seconds is equal to the ship's tier (e.g. Tier V = 5 seconds; Tier VI = 6 seconds; etc.). This talent can be activated repeatedly. Air superiority: After receiving 30 "Rocket hits", "Bomb hits", or "Torpedo hits" ribbons, the aircraft restoration time is reduced by 10%. Talent can be activated once per fight. While working on Günther Lütjens' talents, we wanted to create a commander who would bring something to the table for each class of ships. Therefore, each one of his four talents complements one of our four current classes: "Secondary Armament Expert" will strengthen one of the main advantages of German battleships - a powerful secondary armament. "Iron Strike" will most often be activated on cruisers, giving them a decent increase in rate of fire. "Exemplary Reconnaissance" will prove especially useful to destroyer captains. The ability to recover hit points will increase their combat effectiveness. The scouting/flanking playstyle of destroyers also make it quite easy to earn "Spotted" ribbons in this type of ship. "Air superiority" only works for aircraft carriers. The new commander also has the following improved skills: Preventive Maintenance: -45% to the risk of modules becoming incapacitated instead of the basic -30%. Expert Marksman: +3 deg/sec to the traverse speed of turrets with a gun caliber up to 139 mm and +1 deg/sec to the traverse speed of turrets with a gun caliber above 139 mm instead of basic +2.5/0.7 deg/sec. Improved Engine Boost: +12.5% to the aircraft engine boost time instead of the basic -10%. Test ships The publication with the characteristics of the American Tier X cruiser Puerto Rico contained a small inaccuracy: it was stated that the maximum dispersion of the ship's shells is 206 m, but in fact it is 248 m and the ship was tested with this value. Please note that the information in the Development Blog is preliminary and subject to change.
  5. Hello commanders, We would like to hear your thoughts on how you like this update. Tell us your opinion. Here are the inclusions for this update so far: Italian Cruisers: Part 2 New Season of Ranked Battles Visual and Other Enhancements Please check the details here: https://worldofwarships.asia/en/news/game-updates/update-0810-resolute-and-rapid/ if you encounter any bugs, please comment here: Please give us your feedback by voting and commenting. Action Stations!
  6. amnesia98

    0.8.10 Bug Report Thread

    Hello, Commanders! Have you already played our new 0.8.10 update? How's everything going so far? As you've already noticed, there are several changes and improvements in this update. We kindly ask you to report any bugs or problems on this thread. Related screenshot or replay files would be much appreciated. Also, please be noted that this thread is for bugs and issues on 0.8.10 only. Action Stations!
  7. The new commander In the 0.8.11 update, a unique German commander, Günther Lütjens, will be added to the game. He will have the following 4 talents, each of which is activated upon receiving a certain number of different ribbons: A one-time acceleration of secondary armament reload time - gained after receiving the ribbons for secondary armament hits. A one-time acceleration of the main armament reload time - gained after receiving the ribbons for main armament hits. Restoration of hit points - gained after receiving ribbons for spotting enemies. This talent works similarly to the "Repair party" consumable and can be activated repeatedly. A one-time acceleration of aircraft restoration time - gained after receiving ribbons for scoring hits with torpedoes, bombs and rockets. Günther Lütjens also has advanced "Preventive Maintenance", "Expert Marksman" and "Improved Engine Boost" skills. Test ships British cruiser Bedford, Tier VIII: The ship has been renamed to Albemarle. The ships of this series were to be named after British admirals of the Age of Sail, unlike other heavy cruisers, which were named after the counties of Great Britain. We therefore decided to rename Bedford to Albermarle after George Monсk, 1st Duke of Albemarle. Soviet tier VIII battleship Borodino and the British tier VIII cruiser Cheshire will be added to the game for testing. Soviet battleship Borodino, Tier VIII: A post-war project for a small battleship for the Baltic sea. Armed with two turrets with three 406 mm guns from the battleship Sovetsky Soyuz. This ship is at an early stage of testing, her concept is still under development and characteristics will change. Hit points – 64,200. Plating - 32 mm. Main battery - 2x3 406 mm. Firing range - 19.6 km. Maximum HE shell damage – 5800. Chance to cause fire – 40%. HE initial velocity - 830 m/s. Maximum AP shell damage - 13,250. AP initial velocity - 830 m/s. Reload time - 30.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 256 м. Sigma – 1.90. Secondary Armament: 2x2 180.0 mm, range - 5.0 km. Reload time - 6 s. Maximum HE shell damage – 2,500. Chance to cause fire – 13%. HE initial velocity - 1000 m/s AA defense: 12x4 25.0 mm. 12x2 57.0 mm. 2x2 180.0 mm. AA defense short-range: continuous damage per second - 203, hit probability - 70 %, action zone 0.1-3.1 km; AA defense mid-range: continuous damage per second - 357, hit probability - 75 %, action zone 0.1-4.0 km; AA defense long-range: continuous damage per second - 42, hit probability - 75 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 2, damage within an explosion - 1,820, action zone 3.5 - 5.8 km. Maximum speed - 31.6 kt. Turning circle radius - 1,060 m. Rudder shift time – 15.4 s. Surface detectability – 17.5 km. Air detectability – 11.8 km. Detectability after firing main guns in smoke – 17.0 km. Available consumables: 1 slot - Damage Control Party (duration time 10 s; reload time 60 (40) s; Charges 3 (4)) 2 slot - Repair Party (duration time 28 s; HP per second 321.0; reload time 120 (80) s; charges 2 (3)) British cruiser Cheshire, Tier VIII: Is a variant of HMS Albemarle. She is armed with three turrets with two 234 mm caliber guns, which is the main difference between her and her branch sister ship. The short firing range of this ship is compensated with good armour and powerful guns with a large caliber for a Tier VIII ship. These features make the Cheshire a great mid-range fighter. Hit points – 42,500. Plating - 25 mm. Main battery - 3x2 234 mm. Firing range - 15.7 km. Maximum HE shell damage – 3,350. Chance to cause fire – 21%. HE initial velocity - 881 m/s. Maximum AP shell damage - 5,550. AP initial velocity - 881 m/s. Reload time - 15.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 141 м. Sigma – 2.05. Torpedo tubes - 2x4 533 mm. Maximum damage - 16767. Range - 10.0 km. Speed - 62 kt. Reload time - 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. AA defense: 10x2 40.0 mm. 20x2 20.0 mm. 8x2 113.0 mm. AA defense short-range: continuous damage per second - 249, hit probability - 85 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 228, hit probability - 90 %, action zone 0.1-3.5 km; AA defense long-range: continuous damage per second - 168, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 7, damage within an explosion - 1,470, action zone 3.5 - 5.8 km. Maximum speed - 34.0 kt. Turning circle radius - 720 m. Rudder shift time – 10.5 s. Surface detectability – 12.4 km. Air detectability – 7.7 km. Detectability after firing main guns in smoke – 7.7 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party (duration time 20 s; HP per second 850.0; reload time 120 (80) s; charges 1 (2); 3 slot - Hydroacoustic Search (duration time 180 s; torpedo detection range 3.0 km; ship detection range 3.0 km; reload time 180 (120) s; Charges 2 (3)); All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Also, new Pan-Asian ships were added to the game for testing - Tier IX battleship Bajie and Tier VIII cruiser Wukong. These ships are based on the Japanese battleship Izumo and the French cruiser Charles Martel, but with changed characteristics and consumables. At the moment, the concept of the ships involves the following changes: Bajie will have a main battery armament with higher accuracy and firing range , which is balanced by an increased main battery reload and turn time: Main battery firing range increased from 21.7 to 23.1 km; Sigma parameter increased from 2.0 to 2.1; Main battery reload time increased from 30 to 32 s; 180 degree turn time increased from 40 to 45 s. Wukong will be notable for the increased rate of fire from her main battery armament, deep-water torpedoes, "Torpedo Reload Booster" and "Spotting Aircraft" consumables with standard characteristics. She will have no "Hydroacoustic Search", "Fighter", "Engine Boost" and "Main Battery Reload Booster" consumables: Main battery Reload time reduced from 11 to 10.5 s; Equipped with deep-water torpedoes that can not hit destroyers. Torpedo tubes - 2x3 550 mm. Maximum damage - 18400. Range - 12 km. Speed - 63 kt. Reload time - 110 s. Torpedo detectability - 0.8 km. "Torpedo Reload Booster" consumable: torpedo tubes reload time - 8 s; reload time 360 (240) s; charges 2 (3). These ships will be dedicated to the Lunar New Year celebration. Please note that the information in the Development Blog is preliminary and subject to change.
  8. Italian unique historical commander Luigi Sansonetti: 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 by 15% rather than 5%. The trigger for the talent was changed because the High Caliber 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. German cruiser Mainz, Tier VIII: Increased the armor thickness of main battery turrets: frontal armor plate from 30 to 80 mm; upper armor plate from 20 to 35 mm; side armor plates from 20 to 32 mm; Air resistance coefficient was decreased for armor piercing and high explosive shells from 0.3307 to 0.29; Krupp value for armor piercing shells was increased from 1852 to 2300. The armor of this cruiser's turrets will become the same as that of Nürnberg. This will noticeably improve the survivability of her main caliber turrets. The changes to Mainz's shells will increase their flight speed (making shooting maneuvering targets easier), and will increase penetration of armor piercing shells. Italian cruiser Gorizia, Tier VII: 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. British cruiser Bedford, tier VIII: Main battery reload time increased from 11 to 12 s. British cruiser Drake, tier IX: Main battery reload time increased from 14 to 15 s. British cruiser Goliath, tier X: Main battery reload time increased from 15 to 17 s. These changes are made as part of the initial balancing phase of the ships. Please note that the information in the Development Blog is preliminary and subject to change.
  9. amnesia98

    ST, New Year's celebration

    Commanders! New Year is a time of gifts. This time we have prepared a lot of rewards and activities for you, including a very special treat! Snowflakes In version 0.8.11, players will be able to receive holiday victory bonuses on all their ships starting from Tier V. Ships of Tiers V-VII will bring 400-750 units of coal, ships of Tiers VIII-IX - 75 units of steel, and victories on Tier X ships will earn "New Year's gift" containers, from which it's possible to receive one of many Premium ships and other rewards. Dockyard Each player's own dockyard will appear in the port, where the American Tier X cruiser Puerto Rico will be built. The construction of the ship is divided into several stages: players will have to go through all stages of construction - from laying the keel to the installation of weapons and deck equipment. The construction will take place in real-time and will continue after the player logs out. For the completion of each stage, players will receive various valuable rewards, and the final one will be the American Tier X cruiser itself. The construction of Puerto Rico will only be available in version 0.8.11 and will take a long time, but the process can be accelerated. In order to be able to finish the ship on time, it is necessary to build various structures at the dockyard. These buildings become available sequentially, and their construction will require either Doubloons or a special temporary resource - Shipbuilding tokens. You can get tokens for completing the event directives. The progress of construction and available facilities can be monitored via a special port interface. Event directives The event will consist of 7 directives. In addition to the Shipbuilding tokens, valuable rewards are available for completing the missions and directives, including various in-game items, "New Year's gift" containers, and "Shipbuilding" containers. New collection "Shipbuilding" containers contain elements of a new collection. It will consist of 20 elements and cover the stages of shipbuilding using Puerto Rico as an example. New year port and camouflages The atmosphere of celebration in the game will be brought to life by a festively decorated port of "New York", as well as New Year's permanent camouflages for ships of the tier VIII, which can be mounted on almost any cruiser, destroyer or battleship. In addition, the game will feature a special permanent camouflage for Puerto Rico. Update 0.8.11 will include more gifts, which we will announce later. Follow the news on our portal. Please note that the information in the Development Blog is preliminary and subject to change.
  10. amnesia98

    ST, changes to test ships

    German cruiser Mainz, tier VIII: 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. American cruiser Puerto Rico, tier X: 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. Please note that the information in the Development Blog is preliminary and subject to change.
  11. amnesia98

    A GUIDE TO SPECTATOR MODE

    Commanders, In the update 0.8.9, the ability to go into battle without a ship –as a spectator– is added to the training room. This new feature will allow you to comfortably watch friendly matches, as well as hold tournaments and other activities. We have prepared a small guide to this mode for you. Entering the battle as a spectator: 1. Create a training room and tick the "Allow spectators" box. Please note: there is no need to add extra spots for spectators to the training room. 2. The creator of the room can move players to the "Spectators" lobby, and can also become a spectator themself and start the battle in this role. There can be up to 20 spectators in one battle. 3. When spectators are in the lobby they automatically get the "Ready" status. 4. You can enter in a battle as a spectator if there is at least one ready player in each team. The spectator's capabilities in battle: 1. Spectators are not shown in the team line-up on the loading screen, TAB, or battle results screen. 2. Spectators do not have access to battle chat or tactical commands, and cannot put marks on the minimap. 3. Spectators can watch the battle in real time and switch between watching one of the two teams or both: When watching one of the teams, the spectator sees only the ships of this team, as well as the detected enemy ships. When watching both teams, the spectator sees all the ships on the map. 4. The keys (1), (2) and (3) are used to change the spectating mode. In spectator mode, the commands are named "Alpha" and "Bravo". The color indication of the commands does not change when changing the spectating mode: the Alpha command will always be colored green and the Bravo command will always be colored red: a. Spectating the Alpha team. b. Spectating the Bravo team. c. Spectating both teams. 5. Spectators can be attached to ships, planes, and shells like a camera after the destruction of a ship. Binding to shells and planes is possible only while spectating one of the teams. 6. On the battle result screen, spectators can view information about the composition of the teams and which team won the battle.
  12. The matchmaker for Cooperative battles will be updated in 0.8.10. Battles will be fought in the "9 vs 9" format, and in case of a team not being filled with players, the additional bots will be more diverse. A larger number of ships will make battles more intense and will enrich the game experience. Ranked season 14, beginning in the middle of Update 0.8.10, will be fought on tier X ships in a new format of "8 vs 8". There will be no more than 1 aircraft carrier per team. The main reward remains unchanged - up to 5 500 steel. According to your feedback, the special visuals of the Eastern Dragon, Southern Dragon and ARP ships will become a separate permanent camouflage. They will have standard combat bonuses. Also, other camouflages and special upgrades may be mounted on these ships. If the additional content settings menu is used to hide these camouflages, then they will be dismounted. We continue to work on the game's visuals and tech aspects. The maps Solomon Islands, Ring, New Dawn, Hotspot, Two Brothers, Shards, Estuary, Haven, Archipelago, and Land of Fire, as well as the ports Saint Petersburg and Ocean are updated for the new lighting model. The aiming reticle will utilize new technology, the same as the minimap starting from Update 0.8.5. This will help us to introduce improvements to the game in a more efficient way. Please note that the information in the Development Blog is preliminary and subject to change.
  13. Today we're ready to share details of the talents belonging to the Italian unique historical commander Luigi Sansonetti: Upon attaining the "High Caliber" achievement, the reload time of the main caliber guns is decreased by 5%; Upon destroying an enemy ship, the firing range of the main caliber guns is increased by 8%. This talent triggers once per battle; Upon receiving 100 ribbons for hits with the main caliber guns, the duration of all consumables is increased by 10%. This talent triggers once per battle. German battleship Odin, tier VIII Rather small caliber main batteries, relatively fast reload, torpedoes, and hydroacoustic search make Odin a decent fighter at close and medium ranges. Hit points – 62700. Plating - 32 mm. Main battery - 3x3 305 mm. Firing range - 19.1 km. Maximum HE shell damage – 3600. Chance to cause fire – 27%. HE initial velocity - 865 m/s. Maximum AP shell damage - 9400. AP initial velocity - 865 m/s. Reload time - 20.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 253 м. Sigma – 2.00. Torpedo tubes - 2x4 533 mm. Maximum damage - 13700. Range - 6.0 km. Speed - 64 kt. Reload time - 90 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. Secondary Armament: 2x3 150.0 mm, 6x2 128.0 mm,range - 7.5 km. AA defense: 6x2 128.0 mm, 4x2 20.0 mm, 6x4 20.0 mm, 8x2 55.0 mm. AA defense short-range: continuous damage per second - 109, hit probability - 70 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 336, hit probability - 75 %, action zone 0.1-4.0 km; AA defense long-range: continuous damage per second - 74, hit probability - 75 %, action zone 0.1-6.0 km; Number of explosions in a salvo - 5, damage within an explosion - 1470, action zone 3.5 - 6.0 km. Maximum speed - 30.0 kt. Turning circle radius - 790 m. Rudder shift time – 14.1 s. Surface detectability – 15.3 km. Air detectability – 9.9 km. Detectability after firing main guns in smoke – 11.9 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party 3 slot - Fighter/Spotting Aircraft 4 slot - Hydroacoustic Search Pan-Asian destroyer Siliwangi_1959, tier VIII The Soviet 30-bis class destroyer "Volevoy" transferred to Indonesia has features of both a Soviet and Pan-Asian ship. Hydroacoustic search with a long range serves more as a defensive consumable due to relatively weak main battery artillery, therefore, the ship's main weapon are her deep-water torpedoes. Hit points – 17200. Plating - 19 mm. Main battery - 2x2 130 mm. Firing range - 12.5 km. Maximum HE shell damage – 1900. Chance to cause fire – 8%. HE initial velocity - 870 m/s. Maximum AP shell damage - 2500. AP initial velocity - 870 m/s. Reload time - 5.0 s. 180 degree turn time - 18.6 s. Maximum dispersion - 109 м. Sigma – 2.00. Equipped with deep-water torpedoes that can not hit destroyers. Torpedo tubes - 2x5 533 mm. Maximum damage - 17933. Range - 10.0 km. Speed - 61 kt. Reload time - 131 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 0.8 km. AA defense: 1x2 85.0 mm, 4x2 37.0 mm. AA defense mid-range: continuous damage per second - 106, hit probability - 100 %, action zone 0.1-3.5 km; Maximum speed - 36.5 kt. Turning circle radius - 660 m. Rudder shift time – 4.0 s. Surface detectability – 7.6 km. Air detectability – 3.4 km. Detectability after firing main guns in smoke – 2.9 km. Available consumables: 1 slot - Damage Control Party 2 slot - Smoke Generator (Duration time 30 s; smoke dispersion time 70 s; reload time 150 (100) s; charges 4 (5); radius 450 m); 3 slot - Hydroacoustic Search (Duration time 110 s; torpedo detection range 3.75 km; ship detection range 5.5 km; reload time 180 (120) s; charges 2(3)) All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing. Please note that the information in the Development Blog is preliminary and subject to change.
  14. 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. 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; Rebalanced submarine torpedoes! Looking back at the results of Round 1, we’ve made significant changes to the interactions between destroyers and submarines. Previously, players helming 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 emphasize 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 maneuvering 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 maneuverability 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 checkmark 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.
  15. Commanders! In recent updated, we've introduced a new sky rendering technology, which requires DirectX 11 support from the video card. That is why incompatible video cards cannot load new sky textures properly, and that causes the sky to turn red, with a "texture not found" message on the skies. We've prepared a patch, which should solve this problem. It will also be integrated in the future updates. To apply the patch: 1. Download the attached archive Install_path_fix_for_0.8.8.1.zip. 2. Unzip the contents of the archive (this is a directory called Install_path_fix_for_0.8.8.1) into the directory with the game 3. Go to the Install_path_fix_for_0.8.8.1 directory 4. Run apply-path.bat 5. Select an option: 1. Apply changes We would like to remind you that we can't continue supporting systems with specifications lower than minimum system requirements. We hope that this patch would give you additional time to upgrade your hardware to recommended spec.
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