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  1. shonai_

    Submarines test extension

    Commanders, we extended the current test period of submarines until 04:00 UTC, 31 of October to give you more time and opportunities to try out the new class and its updated mechanics In order to enter the test, you need to download the TST client and log in with your account from the main server. More details about joining the test and how to play submarines and against them are available in the article: https://worldofwarships.com/en/news/public-test/submarine-testing/ Good luck and fair seas!
  2. shonai_

    ST, Soviet cruisers

    We've already announced the new Soviet cruiser subbranch and its features, and today we would like to share the stats of the new ships. Changes to researchable Soviet cruisers: Updated stock hull geometry and visuals for the cruisers Budyonny, Shchors, and Dmitri Donskoi, as well as their AA and secondary guns composition; Dmitri Donskoi's researchable hull B will no longer be available. Features of the Soviet heavy cruisers: Effective armor piercing shells: They have high armor penetration for cruisers, good ballistics, and a short fuse arming time (0.022 seconds), which lowers the number of overpenetrations. These shells also have improved ricochet angles: it is possible starting from 55 degrees and guaranteed from 65 degrees; These strengths are offset with an average reload time and special accuracy settings: at long ranges, the dispersion ellipse of the new sub-branch ships is bigger than that of other cruisers; A combination of their accuracy settings and a Surveillance Radar consumable with a 12 km range makes the new cruisers most effective at medium ranges. Soviet cruiser Tallin, Tier VIII Hit points – 45,000. Plating - 25 mm. Main battery - 4x3 180 mm. Firing range - 17.7 km. Dispersion at this range - 190 m. Sigma – 2.00. Maximum HE shell damage – 2,500. Chance to cause fire – 11%. HE shell initial velocity - 920 m/s. Maximum AP shell damage - 4,550. AP initial velocity - 920 m/s. Reload time - 13.5 s. 180 degree turn time - 22.5 s. Torpedo tubes - 2x5 533 mm. Maximum damage - 17,933. Range - 4.0 km. Speed - 65 kt. Reload time - 131 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km. AA defense: 8x4 45.0 mm, 6x2 100.0 mm. Mid-range AA defense: continuous damage per second - 287, hit probability - 90 %, action zone 0.1-3.5 km; Long-range AA defense: continuous damage per second - 147, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 6, damage within an explosion - 1,400, action zone 3.5-5.8 km. Maximum speed - 33.1 kt. Turning circle radius - 900 m. Rudder shift time – 10.9 s. Surface detectability – 12.2 km. Air detectability – 7.5 km. Detectability after firing main guns in smoke – 6.4 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search/Defensive AA fire Slot 3 - Surveillance Radar Soviet cruiser Riga, Tier IX Hit points – 50,500. Plating - 25 mm. Main battery - 3x3 220 mm. Firing range - 18.0 km. Dispersion at this range - 168 m. Sigma – 2.05. Maximum HE shell damage – 3,050. Chance to cause fire – 14%. HE shell initial velocity - 985 m/s. Maximum AP shell damage - 6,250. AP shell initial velocity - 985 m/s. Reload time - 14.0 s. 180 degree turn time - 32.7 s. AA defense: 6x2 130.0 mm, 6x4 37.0 mm, 12x2 37.0 mm. Mid-range AA defense: continuous damage per second - 319, hit probability - 90 %, action zone 0.1-3.5 km; Long-range AA defense: continuous damage per second - 112, hit probability - 90 %, action zone 0.1-6.0 km; Number of explosions in a salvo - 5, damage within an explosion - 1,610, action zone 3.5-6.0 km. Maximum speed - 33.5 kt. Turning circle radius - 920 m. Rudder shift time – 11.5 s. Surface detectability – 14.0 km. Air detectability – 7.9 km. Detectability after firing main guns in smoke – 8.7 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search/Defensive AA fire Slot 3 - Surveillance Radar/Fighter/Spotting Aircraft Slot 4 - Repair Party Soviet cruiser Petropavlovsk, Tier X Hit points – 55,800. Plating - 25 mm. Main battery - 3x3 220 mm. Firing range - 18.4 km. Dispersion at this range - 172 m. Sigma – 2.05. Maximum HE shell damage – 3,050. Chance to cause fire – 14%. HE shell initial velocity - 995 m/s. Maximum AP shell damage - 6,350. AP shell initial velocity - 995 m/s. Reload time - 13 s. 180 degree turn time - 32.7 s. AA defense: 6x2 130.0 mm, 6x4 57.0 mm. Mid-range AA defense: continuous damage per second - 249, hit probability - 90 %, action zone 0.1-4.0 km; Long-range AA defense: continuous damage per second - 196, hit probability - 90 %, action zone 0.1-6.6 km; Number of explosions in a salvo - 8, damage within an explosion - 1,820, action zone 3.5-6.6 km. Maximum speed - 32.5 kt. Turning circle radius - 990 m. Rudder shift time – 12.1 s. Surface detectability – 14.4 km. Air detectability – 8.3 km. Detectability after firing main guns in smoke – 9.0 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search/Defensive AA fire Slot 3 - Surveillance Radar Slot 4 - Repair Party Soviet cruiser Kotovsky, Tier V Kotovsky will take Kriov's place in the Soviet light cruiser branch. This ship is at an early stage of testing, so her concept is still under development and characteristics will change. Hit points – 25,700. Plating - 13 mm. Main battery - 4x2 152 mm. Firing range - 15.8 km. Dispersion at this range - 142 m. Sigma – 2.00. Maximum HE shell damage – 2,150. Chance to cause fire – 8%. HE shell initial velocity - 880 m/s. Maximum AP shell damage - 3150. AP shell initial velocity - 880 m/s. Reload time - 9.0 s. 180 degree turn time - 22.5 s. Torpedo tubes - 2x3 533 mm. Maximum damage - 14,400. Range - 8.0 km. Speed - 55 kt. Reload time - 69 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km. AA defense: 4x1 12.7 mm, 6x1 37.0 mm, 6x1 100.0 mm. Short-range AA defense: continuous damage per second - 46, hit probability - 85 %, action zone 0.1-1.5 km; Mid-range AA defense: continuous damage per second - 88, hit probability - 90 %, action zone 0.1-3.2 km; Long-range AA defense: continuous damage per second - 32, hit probability - 90 %, action zone 0.1-4.0 km; Number of explosions in a salvo - 1, damage within an explosion - 910, action zone 3.5-4.0 km. Maximum speed - 35.5 kt. Turning circle radius - 850 m. Rudder shift time – 7.4 s. Surface detectability – 11.0 km. Air detectability – 5.8 km. Detectability after firing main guns in smoke – 5.0 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search Slot 3 - Fighter/Spotting Aircraft Soviet cruiser Alexander Nevsky, Tier X This cruiser, armed with torpedoes and quick-firing 180 mm guns, is an evolution of the cruiser Dmitri Donskoi in the Soviet light cruiser branch. Hit points – 50,900. Plating - 25 mm. Main battery - 4x2 180 mm. Firing range - 19.0 km. Dispersion at this range - 164 m. Sigma – 2.00. Maximum HE shell damage – 2500. Chance to cause fire – 13%. HE shell initial velocity - 1,000 m/s. Maximum AP shell damage - 4450. AP shell initial velocity - 1,000 m/s. Reload time - 6.0 s. 180 degree turn time - 18.0 s. Torpedo tubes - 2x5 533 mm. Maximum damage - 14,400. Range - 8.0 km. Speed - 60 kt. Reload time - 131 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km. AA defense: 6x2 100 mm, 6x4 57.0 mm, 4x2 180.0 mm Mid-range AA defense: continuous damage per second - 255, hit probability - 90 %, action zone 0.1-4.0 km; Long-range AA defense: continuous damage per second - 179, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 8, damage within an explosion - 1,680, action zone 3.5-5.8 km. Maximum speed - 36.0 kt. Turning circle radius - 940 m. Rudder shift time – 11.5 s. Surface detectability – 13.3 km. Air detectability – 8.4 km. Detectability after firing main guns in smoke – 7.3 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search/Defensive AA fire Slot 3 - Surveillance Radar Slot 4 - Repair Party Soviet cruiser Mikoyan, Tier V Equipped with 180 mm guns, Mikoyan will follow the concept of the Soviet heavy cruisers and will have effective armor piercing shells but a relatively long reload time and special accuracy settings. This ship is at an early stage of testing, so her concept is still under development and characteristics will change. Hit points – 21,000. Plating - 13 mm. Main battery - 3x2 180 mm. Firing range - 16.2 km. Dispersion at this range - 145 m. Sigma – 2.00. Maximum HE shell damage – 2,500. Chance to cause fire – 13%. HE shell initial velocity - 800 m/s. Maximum AP shell damage - 4,100. AP shell initial velocity - 800 m/s. Reload time - 13.5 s. 180 degree turn time - 22.5 s. Torpedo tubes - 2x3 533 mm. Maximum damage - 14,400. Range - 8.0 km. Speed - 55 kt. Reload time - 70 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km. AA defense: 6x1 37 mm, 4x1 100 mm. Mid-range AA defense: continuous damage per second - 91, hit probability - 90 %, action zone 0.1-3.2 km; Long-range AA defense: continuous damage per second - 25, hit probability - 90 %, action zone 0.1-4.0 km; Number of explosions in a salvo - 1, damage within an explosion - 910, action zone 3.5-4.0 km. Maximum speed - 35.5 kt. Turning circle radius - 830 m. Rudder shift time – 5.9 s. Surface detectability – 11.0 km. Air detectability – 5.8 km. Detectability after firing main guns in smoke – 5.6 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search Slot 3 - Fighter/Spotting Aircraft Soviet cruiser Voroshilov, Tier V Voroshilov is a copy of Kirov's stock hull, intended to test possible changes to the ship for when her status changes from researchable to premium. Hit points – 26,200. Plating - 13 mm. Main battery - 3x3 180 mm. Firing range - 16.3 km. Dispersion at this range - 146 m. Sigma – 2.00. Maximum HE shell damage – 2,500. Chance to cause fire – 13%. HE shell initial velocity - 800 m/s. Maximum AP shell damage - 4100. AP shell initial velocity - 800 m/s. Reload time - 12.5 s. 180 degree turn time - 22.5 s. Torpedo tubes - 2x3 533 mm. Maximum damage - 14,400. Range - 4.0 km. Speed - 64 kt. Reload time - 70 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. AA defense: 4x1 12.7 mm, 6x1 45 mm, 6x1 100 mm. Short-range AA defense: continuous damage per second - 53, hit probability - 85 %, action zone 0.1-1.5 km; Mid-range AA defense: continuous damage per second - 39, hit probability - 90 %, action zone 0.1-2.5 km; Long-range AA defense: continuous damage per second - 35, hit probability - 90 %, action zone 0.1-4.0 km; Number of explosions in a salvo - 1, damage within an explosion - 910, action zone 3.5-4.0 km. Maximum speed - 35.5 kt. Turning circle radius - 860 m. Rudder shift time – 7.8 s. Surface detectability – 14.2 km. Air detectability – 6.4 km. Detectability after firing main guns in smoke – 8.0 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search Slot 3 - Spotting Aircraft Soviet cruiser Ochakov, Tier VIII Ochakov is a support cruiser with low detection, torpedoes with a 10 km range and solid choice of consumables in separate slots. However, she has not the best survivability and relatively low damage per minute. Hit points – 30,200. Plating - 16 mm. Main battery - 4x2 152 mm. Firing range - 15.2 km. Dispersion at this range - 138 m. Sigma – 2.00. Maximum HE shell damage – 2,200. Chance to cause fire – 12%. HE shell initial velocity - 950 m/s. Maximum AP shell damage - 3,300. AP shell initial velocity - 950 m/s. Reload time - 6.5 s. 180 degree turn time - 13.8 s. Torpedo tubes - 2x5 533 mm. Maximum damage - 15,100. Range - 10 km. Speed - 56 kt. Reload time - 131 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km. AA defense: 6x4 57 mm, 4x2 152 mm. Mid-range AA defense: continuous damage per second - 270, hit probability - 90 %, action zone 0.1-4.0 km; Long-range AA defense: continuous damage per second - 60, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 3, damage within an explosion - 1,610, action zone 3.5-5.8 km. Maximum speed - 35 kt. Turning circle radius - 750 m. Rudder shift time – 8.2 s. Surface detectability – 11.5 km. Air detectability – 7.2 km. Detectability after firing main guns in smoke – 5.4 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Defensive AA fire Slot 3 - Surveillance Radar Slot 4 - Hydroacoustic Search Soviet cruiser Petr Bagration, Tier VIII Bagration combines features of light and heavy Soviet cruisers. From the former, she received standard accuracy settings and HE shells, from the latter - effective AP shells. Besides that, her torpedoes have 8 km range. However the cruiser has not the greatest damage per minute due to having 9 guns and 12.5 s reload. Hit points – 42,000. Plating - 25 mm. Main battery - 3x3 180 mm. Firing range - 18.0 km. Dispersion at this range - 157 m. Sigma – 2.00. Maximum HE shell damage – 2,500. Chance to cause fire – 13%. HE shell initial velocity - 920 m/s. Maximum AP shell damage - 4,550. AP shell initial velocity - 930 m/s. Reload time - 12.5 s. 180 degree turn time - 22.5 s. Torpedo tubes - 2x5 533 mm. Maximum damage - 14,400. Range - 8.0 km. Speed - 55 kt. Reload time - 131 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. AA defense: 4x4 25 mm, 8x2 100 mm, 8x2 45 mm. Short-range AA defense: continuous damage per second - 70, hit probability - 85 %, action zone 0.1-3.1 km; Mid-range AA defense: continuous damage per second - 158, hit probability - 90 %, action zone 0.1-3.5 km; Long-range AA defense: continuous damage per second - 189, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 6, damage within an explosion - 1,330, action zone 3.5-5.8 km. Maximum speed - 34.5 kt. Turning circle radius - 890 m. Rudder shift time – 10.5 s. Surface detectability – 12.6 km. Air detectability – 7.4 km. Detectability after firing main guns in smoke – 6.7 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Hydroacoustic Search [Duration time 100 s; Torpedo detection range 3.0 km; Ship detection range 4.0 km; Reload time 180 (120) s; Charges 2 (3)]/Defensive AA fire All stats are listed without crew and upgrade modifiers but with the best available modules. Stats are subject to change during testing. Please note that the information in the Development Blog is preliminary and subject to change.
  3. We continue to test the modified plating for cruisers and Tier VI-VII battleships as well as the updated "Inertia Fuse for HE Shells" skill. Today we would like to tell you about the upcoming changes and the reasoning behind them. We are going to closely monitor the impact of these changes on both the general game balance and the individual battle efficiency of certain ships. If necessary, the IFHE skill and some ships may yet be subject to additional balance corrections to maintain their efficiency. The main goals we want to achieve with these changes: The interaction between cruisers of the same Tier should be obvious. For example, cruiser HE shells with a caliber of 152 - 155 mm should penetrate the armor of cruisers of the same tier without additional conditions. This will make gameplay on certain cruisers more comfortable and make the "Inertia Fuse for HE Shells" skill optional for them; Increase cruisers' survivability: changes to plating thickness will make cruisers more resistant to battleship salvos if the positioning is correct; Use differences in armor to maintain the uniqueness of cruisers with a gun caliber of 190 mm or more compared to those with a caliber of 139 to 189 mm: the first group of ships will have a central "box" of increased armor plating and the second one will have only an improved deck; Maintain inter-class interaction in its current state: cruisers with 152-155 mm caliber will still not be able to penetrate the plating of same-Tier battleships without the "Inertia Fuse for HE Shells" skill. Rebalance the "Inertia Fuse for HE Shells" skill so that the combination of its positives and negatives affects player choice, thereby making the skill non-essential and encouraging variation in cruiser commander builds. Changelog: The "Inertia fuse for HE shells" skill is changed as follows: HE shell armor penetration boost will depend on the Tier of the ship. Tier I-VII ships: +25% HE shell armor penetration; Tier VIII-X ships: +30% HE shell armor penetration. Now the skill will reduce the chance to cause fire by 50% instead of subtracting 1% or 3% depending on the caliber. The penalty only affects the basic chance to set fire. Other bonuses, like, for example, from the "Victor Lima" signal or the "Demolition Expert" skill, will increase the chance to set fires in the same way as before. The skill gave a sizable boost without a correspondingly significant penalty, which made it almost mandatory. The new variant will bring the efficiency of the skill back to normal. The rule for calculating armor penetration of all HE and SAP shells was changed: currently, an HE shell will only penetrate armor thicknesses lower than the shell's penetration value. With the change, an HE shell will not only be able to penetrate armor thicknesses that are lower than its penetration value, but also those that are equal to it. In this way, 152 mm shells on a Tier VII cruiser will be able to penetrate 25 mm plating, whereas currently, the penetration is 24 mm. For Tier VIII - X ships with 152-155 mm caliber guns, the rule of 1/5 of the caliber will be applied when calculating their HE shells' armor penetration. The above change will let HE shells of these ships penetrate up to 30 mm of plating on Tier VIII-X cruisers. With the changes, cruisers with 152-155 mm guns will be able to penetrate each other's armor without the need for the "Inertia fuse for HE shells" skill. Changes in the armor plating of cruisers and battleships Changes in plating will increase the survivability of cruisers: if positioned properly, they will become more resistant to battleship fire at range, because AP shells hitting at an acute angle will ricochet off the plating. Tier X cruisers already benefit from this. Meanwhile, cruisers with guns of a 190 mm caliber and higher will have their hull and deck armor increased, and cruisers with smaller caliber guns will only have the central part of the deck armor increased, which is done to emphasize the difference between light and heavy cruisers. Detailed values of the thickness of cruisers' armor plating are available in the table at the end of the text. Due to the change of the rule for calculating armor penetration of all the HE and SAP shells, the plating of Tier VI-VII battleships is changed to 26 mm - so that interclass interaction remains unchanged. Please note: the table shows the minimum plating thickness for each tier! Please note that the information in the Development Blog is preliminary and subject to change.
  4. shonai_

    ST, changes to test ships

    European destroyer Västerås, Tier VI: Detectability ranges were increased: By ships from 6.86 to 7.06 km; After firing main guns in smoke from 2.44 to 2.51 km; By planes from 2.9 to 2.99 km. Effective main battery guns coupled with a relatively low detectability range made the ship very strong on her Tier. An increased detectability range will let enemies spot Västerås and disengage earlier. European destroyer Småland, Tier X: Action time of the Surveillance Radar consumable increased from 15 to 20 s; Main caliber guns firing range increased from 10.4 to 11.4 km. The action time of the Surveillance Radar didn't let Småland use the consumable to its full potential. British cruiser Cheshire, Tier VIII: Guaranteed ricochet angle for armor-piercing shells reduced from 65 to 60 degrees; Main caliber guns reload time reduced from 13 to 11.5 s; Main caliber guns firing range increased from 15.7 to 16.1 km; Detectability range by ships reduced from 12.42 to 11.9 km. Due to a small number of main caliber guns, Cheshire had rather low damage per minute and her detectability range prevented quick disengaging from combat. British cruiser Drake, Tier IX: Guaranteed ricochet angle for armor-piercing shells reduced from 65 to 60 degrees; Main caliber guns reload time reduced from 18.5 to 18 s. British cruiser Goliath, Tier X: Guaranteed ricochet angle for armor-piercing shells reduced from 65 to 60 degrees; Main caliber guns reload time reduced from 19 to 18.5 s. We adjusted the parameters of British heavy cruisers based on testing results. Please note that the information in the Development Blog is preliminary and subject to change.
  5. shonai_

    ST, New ships

    Japanese battleship Yashima, tier X Yashima is an alternative project of Yamato, armed with 6 510-mm guns and modernized AA defense. The battleship has shells with high damage and very good penetration, but not the best ballistics. As these shells need to pass through a thick armor to detonate, there will often be over-penetration when lightly armored targets are hit. However, enemy battleships are a perfect target for Yashima. Hit points – 97200. Plating - 32 mm. Main battery - 3x2 510 mm. Firing range - 26.6 km. Dispersion at this range - 272 m. Sigma – 2.10. Maximum HE shell damage – 8100. Chance to cause fire – 40%. HE initial velocity - 720 m/s. Maximum AP shell damage - 19400. AP initial velocity - 720 m/s. Reload time - 35.0 s. 180 degree turn time - 60.0 s. Secondary Armament: 2x3 155.0 mm, range - 7.0 km. Maximum HE shell damage – 2600. Chance to cause fire – 10%. HE initial velocity - 925 m/s 10x2 100.0 mm, range - 7.0 km. Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity - 1000 m/s AA defense: 24x2 40.0 mm, 16x3 25.0 mm, 10x2 100.0 mm. AA defense short-range: continuous damage per second - 102, hit probability - 85 %, action zone 0.1-2.5 km; AA defense mid-range: continuous damage per second - 438, hit probability - 75 %, action zone 0.1-3.5 km; AA defense long-range: number of explosions in a salvo - 10, damage within an explosion - 1540, continuous damage per second - 235, hit probability - 75 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 10, damage within an explosion - 1540, action zone 3.5-5.8 km. Maximum speed - 27.0 kt. Turning circle radius - 900 m. Rudder shift time – 18.7 s. Surface detectability – 18.0 km. Air detectability – 12.8 km. Detectability after firing main guns in smoke – 20.9 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party 3 slot - Fighter/Spotting Aircraft European destroyer Orkan, tier VIII Orkan is the former British destroyer Myrmidon, given to the Polish fleet. Orkan's main strength in the game is her main caliber guns. Fast and long-range torpedoes act as an auxiliary armament due to their not very high damage and having only 4 torpedoes per salvo. The destroyer has access to Surveillance Radar but no Smoke Generator. Hit points – 15700. Plating - 19 mm. Main battery - 3x2 120 mm. Firing range - 11.6 km. Dispersion at this range - 102 м. Sigma – 2.00. Maximum HE shell damage – 1750. Chance to cause fire – 9%. HE initial velocity - 774 m/s. Maximum AP shell damage - 2250. AP initial velocity - 774 m/s. Reload time - 4.5 s. 180 degree turn time - 9.0 s. Torpedo tubes - 1x4 533 mm. Maximum damage - 10700. Range - 12.0 km. Speed - 76 kt. Torpedo detectability - 1.6 km. Reload time - 70 s. Launcher 180 degree turn time – 7.2 s. AA defense: 1x4 40.0 mm, 6x1 20.0 mm, 1x1 102.0 mm, 3x2 120.0 mm. AA defense short-range: continuous damage per second - 70, hit probability - 95 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 35, hit probability - 100 %, action zone 0.1-2.5 km; AA defense long-range: continuous damage per second - 35, hit probability - 100 %, action zone 0.1-5.2 km; Number of explosions in a salvo - 1, damage within an explosion - 1260, action zone 3.5-5.2 km. Maximum speed - 35.0 kt. Turning circle radius - 590 m. Rudder shift time – 3.7 s. Surface detectability – 7.0 km. Air detectability – 3.0 km. Detectability after firing main guns in smoke – 2.5 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost 3 slot - Repair Party (Duration time 10 s; HP per second 157, Reload time 120 (80) s; Charges 1(2)); 4 slot - Surveillance Radar (Duration time 15 s; Detection of ships 7.5 km; Reload time 180(120) s; Charges 2(3)). Japanese destroyer Arashi, tier VIII Arashi is equipped with 150-mm guns and Hydroacoustic search, unusual for a Japanese destroyer. The main part of the ship's gameplay is conducting stealthy torpedo attacks. Hit points – 13300. Plating - 19 mm. Main battery - 3x1 150 mm. Firing range - 11.4 km. Dispersion at this range - 100 м. Sigma – 2.00. Maximum HE shell damage – 2500. Chance to cause fire – 11%. HE initial velocity - 875 m/s. Maximum AP shell damage - 3900. AP initial velocity - 875 m/s. Reload time - 5.0 s. 180 degree turn time - 20.0 s. Torpedo tubes - 2x4 610 mm. Maximum damage - 20967. Range - 10.0 km. Speed - 67 kt. Torpedo detectability - 1.7 km. Reload time - 112 s. Launcher 180 degree turn time – 7.2 s. AA defense: 4x1 25.0 mm. AA defense short-range: continuous damage per second - 14, hit probability - 95 %, action zone 0.1-2.5 km. Maximum speed - 35.0 kt. Turning circle radius - 640 m. Rudder shift time – 4.0 s. Surface detectability – 6.8 km. Air detectability – 3.1 km. Detectability after firing main guns in smoke – 2.5 km. Available consumables: 1 slot - Damage Control Party 2 slot - Smoke Generator (Duration time 20 s; Dispersion time 69 s; Reload time 240(160) s; Charges 2(3); Radius 450.0 m; 3 slot - Engine Boost 4 slot - Hydroacoustic Search(Duration time 100 s; Torpedo detection range 3.5.km; Ship detection range 5.0 km; Reload time 180(120) s; Charges 2(3)) German cruiser Ägir, tier IX Ägir is a big cruiser with the same hull as Siegfried and armed with 9 305-mm guns. She is especially efficient in fighting at close and medium ranges due to her torpedo armament and secondary guns with improved accuracy and relatively quick reload, which are uncharacteristically strong for the class. Hit points – 62850. Plating - 27 mm. Main battery - 3x3 305 mm. Firing range - 18.5 km. Dispersion at this range - 175 m. Sigma – 1.8. 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 - 22.0 s. 180 degree turn time - 30.0 s. Torpedo tubes - 2x4 533 mm. Maximum damage - 13700. Range - 6.0 km. Speed - 65 kt. Torpedo detectability - 1.3 km. Reload time - 90 s. Launcher 180 degree turn time – 7.2 s. Secondary Armament: 9x2 128.0 mm, range - 7.6 km. Maximum HE shell damage – 1500. Chance to cause fire – 5%. HE initial velocity - 900 m/s AA defense: 9x2 128.0 mm,10x4 20.0 mm,9x2 55.0 mm. AA defense short-range: continuous damage per second - 119, hit probability - 85 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 364, hit probability - 90 %, action zone 0.1-4.0 km; AA defense long-range: continuous damage per second - 130, hit probability - 90 %, action zone 0.1-6.0 km; Number of explosions in a salvo - 6, damage within an explosion - 1540, action zone 3.5-6.0 km. Maximum speed - 33.5 kt. Turning circle radius - 880 m. Rudder shift time – 14.0 s. Surface detectability – 15.1 km. Air detectability – 10.7 km. Detectability after firing main guns in smoke – 11.7 km. Available consumables: 1 slot - Damage Control Party 2 slot - Hydroacoustic Search (Duration time 120 s; Torpedo detection range 4.0 km; Ship detection range 6.0 km; Reload time 180(120) s; Charges 2(3)); 3 slot - Repair Party (Duration time 28 s; HP per second 314.25; Reload time 120(80) s; Charges 2(3)); Tier X European destroyer Lappland, which has the same parameters as tier X destroyer Halland was added for the purpose of technical testing. All stats are listed without crew and upgrade modifiers, but with the best available modules. Please note that the information in the Development Blog is preliminary and subject to change.
  6. shonai_

    ST, test ships changes

    British cruiser Hawkins, tier V: Ballistics were changed. Now the shell will need less time to travel the same distance: at a range of 7 km instead of 3.94 seconds, it will take 3.80 seconds. At a range of 13,86 km instead of 10.08 seconds, it will take 9,19 seconds. Average armor penetration will remain almost unchanged. This ballistics adjustment will increase Hawkins' shooting efficiency at all distances. British cruiser Drake, tier IX: Surface detectability increased from 12.24 to 13.2 km; Detectability after firing main guns in smoke increased from 7.6 to 8.33 km; Air detectability increased from 8.11 to 8.74 km. Detectability changes will balance Drake's battle efficiency. European destroyer Klas Horn, tier IV: Turrets firing angles are changed to prevent crossing over with ship's superstructures. European destroyer Öland, tier VIII: Updated ship's AA guns and continuous AA damage: Continuous damage of the short-range AA guns increased from 46 to 49; Continuous damage of the mid-range AA guns lowered from 161 to 95; Continuous damage of the long-range AA guns increased from 63 to 70. European destroyer Östergötland, tier IX: Replaced 1x3 and 1x5 torpedo launchers with 2x4. We adjusted parameters, models and armament of European destroyers based on the internal testing. Please note that the information in the Development Blog is preliminary.
  7. Commanders, please, note, that now it will be possible to complete economic missions of the Directives 1-6 in Ranked Sprint. Good luck and fair seas!
  8. shonai_

    Hayate voting results

    Commanders! Last week we conducted a global charity drive to support "Save the Children International" in their efforts to help children in need around the world. Together we managed to raise over $42.000 in donations and we want to thank you all for this amazing achievement! As a part of our milestones for this charity drive, we let YOU vote on the resource for the upcoming tier X Japanese Destroyer Hayate. We are happy to announce that we will be implementing Hayate into the game for free experience sometime shortly. Good luck and fair seas!
  9. Commanders! Please pay attention to additional information and changes regarding latest DevBlog post about Unique Upgrades. First of all, we thank you for your feedback and suggestions. While moving Unique Upgrades to Research Bureau is a necessary step to evolve this system, we decided to prolong the existing Unique Upgrades missions for the whole year 2020. That means that you have plenty of time complete them at reasonable pace without the fear of loosing already received progress. Also, as initially stated, you still can receive these missions until Update 0.9.1. What's even more important, we appreciate your concerns about big changes to the gameplay aspect of Unique Upgrades themselves. We're happy to clarify: there are none. Unique Upgrades are meant as a way to customize your ship with a fair trade-off, and we are keeping them such. What we want to do with the announced changes is: To introduce the long awaited new upgrades for some tier X ships that don't have them; To finally revise the existing Unique Upgrades - some of them might be a bit too strong, and some of them might be to weak or overly specialized; To move their delivery method to more flexible Bureau - while it may require some additional changes to Bureau in future, this system is much easier to sustain than the increasing number of combat missions for each ship. We will surely keep you updated on specific changes as they are being designed, but again, the core concept of these upgrades is absolutely the same: they offer some alternative playstyle, and do not work as direct buff. Thank you for your attention and input!
  10. British aircraft carrier Indomitable, tier VIII: The speed of bombers will return to cruising speed slower after using engine boost. The aiming reticle of Indomitable's bombers shifted too much during tests. New settings will make the speed change longer and attacking with the engine boost will become easier. British heavy cruisers: We continue to adjust the parameters of British heavy cruisers according to the results of the latest test iteration. The changes will highlight the strength of these ships in fighting at medium and close range: it will take shells of 234 mm caliber a little bit longer to hit their target with the new ballistics, though it will be most noticeable at long range. Shell parameters are updated: Shells of 190 mm caliber (Tier V Cruiser Hawkins): Ballistics were changed. Now the shell will need less time to travel the same distance. For example, instead of 4.17 seconds at 7 km range it will take 3.94 seconds. At a range of 13.86 km instead of 11.26 seconds it will take 10.08 seconds. Armor penetration of AP shells was improved. It increased by 23% at 7 km and by 40% at 13.86 km. These changes will make it easier to shoot at targets at long range. AP shells of the 203 mm caliber (tiers VI - VIII cruisers Devonshire, Surrey, Albemarle): Armor penetration was improved. For example, at ranges of 7 km and 14 km it increased by 10%. Shells of 234 mm caliber (tiers IX - X cruisers Drake, Goliath): Ballistics were changed. It will take a bit more time for the shell to pass the same distance: at a range of 10 km instead of 5.39 seconds it will take 5.69 seconds. At a range of 15 km instead of 9.2 seconds it will take 9.71 seconds. Armor penetration will remain almost the same as before these changes. Maximum damage of AP shells was increased from 5550 to 5750 Parameters of the Hydroacoustic search consumable were changed for all researchable British heavy cruisers and for tier VIII cruiser Cheshire: Action time was lowered from 180 to 100 s; For Hawkins, Devonshire, Surrey: Ship detection range was increased from 3 to 4 km; For Albemarle, Drake, Goliath: Ship detection range was increased from 3 to 5 km; Torpedo detection range was increased from 3 to 3.5 km. Updated parameters of the Hydroacoustic search won't only protect against torpedoes but also will help in countering destroyers. All researchable British heavy cruisers and tier VIII cruiser Cheshire will be able to choose between Hydroacoustic Search and Defensive AA Fire consumables, these will be assigned to the same slot. British cruiser Cheshire, tier VIII: Shell parameters brought in line with those of Drake and Goliath; Torpedoes parameters changed: Maximum range was lowered from 10 to 8 km; Speed was lowered from 62 to 61 kn; Maximum damage was lowered from 16767 to 15687; Probability of causing flooding was lowered from 282% to 265%. The restoration of citadel damage by "Repair party" consumable was increased from 10% to 50%; The changes to Cheshire will make her more like other British heavy cruisers armed with 234 mm guns. Please note that the information in the Development Blog is preliminary and subject to change.
  11. Italian cruisers of tiers III - IX: The angle at which the check for ricochets is made for SAP shells is increased from 65 to 70 degrees. This change will make SAP shells more effective against targets that are angled sharply. Please note that the information in the Development Blog is preliminary and subject to change.
  12. 4 new ships will be added: Sims B, Scharnhorst B, Alaska B, and Graf Zeppelin B. These ships are identical to their originals in both gameplay and economics, with the only difference being the color scheme of their permanent camouflages. Italian Commander Luigi Sansonetti will have special personalizations, just as other unique historical commanders do: a broad pennant, colored shell tracers, and a signal flare launched when the commander's talents are activated. Besides that, in addition to the talents, Sansonetti will have two improved skills: Expert Loader will reduce the time taken to switch shell type by 75% instead of the regular 50%; Torpedo Acceleration will increase the speed of torpedoes by 7 knots instead of 5. Torpedo range reduction remains the same at 20%. Italian emblems will be added in Update 0.8.10. They will be received in the same way as the emblems of other nations: winning a set number of battles while being one of the top XP earners on your team. Please note that the information in the Development Blog is preliminary and subject to change.
  13. We've already presented the new branch of the British tech tree and its features, and today we want to share the parameters of these ships and of the cruiser London. British cruiser London, tier VI Hit points – 34600. Plating - 16 mm. Main battery - 4x2 203 mm. Firing range - 13.4 km. Maximum HE shell damage – 2850. Chance to cause fire – 15%. HE initial velocity - 855 m/s. Maximum AP shell damage - 4550. AP initial velocity - 855 m/s. Reload time - 15.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 125 м. Sigma – 2.00. Torpedo tubes - 2x4 533 mm. Maximum damage - 15733. Range - 7.0 km. Speed - 59 kt. Reload time - 106 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km. An option to launch individual torpedoes is available. AA defense: 15x1 20.0 mm, 4x2 102.0 mm, 2x8 40.0 mm. AA defense short-range: continuous damage per second - 130, hit probability - 85 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 77, hit probability - 90 %, action zone 0.1-2.5 km; AA defense long-range: continuous damage per second - 98, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 4, damage within an explosion - 1260, action zone 3.5 - 5.8 km. Maximum speed - 32.2 kt. Turning circle radius - 710 m. Rudder shift time – 7.8 s. Surface detectability – 12.1 km. Air detectability – 6.6 km. Detectability after firing main guns in smoke – 6.8 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party (Duration time 10 s; HP per second 346; reload time 120 (80) s; Charges 1 (2)) 3 slot - Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) 4 slot - Smoke Generator (Duration time 15 s; smoke dispersion time 99 s; reload time 240 (160) s; charges 2 (3); radius 600 m) British cruiser Hawkins, tier V Hit points – 32200. Plating - 13 mm. Main battery - 7x1 190 mm. Firing range - 13.9 km. Maximum HE shell damage – 2650. Chance to cause fire – 13%. HE initial velocity - 844 m/s. Maximum AP shell damage - 4050. AP initial velocity - 844 m/s. Reload time - 13.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 129 м. Sigma – 2.00. Torpedo tubes - 2x2 533 mm. Maximum damage - 15733. Range - 7.0 km. Speed - 59 kt. Reload time - 53 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km. An option to launch individual torpedoes is available. AA defense: 4x4 12.7 mm, 4x4 40.0 mm, 4x2 102.0 mm. AA defense short-range: continuous damage per second - 21, hit probability - 85 %, action zone 0.1-1.5 km; AA defense mid-range: continuous damage per second - 126, hit probability - 90 %, action zone 0.1-2.5 km; AA defense long-range: continuous damage per second - 60, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 2, damage within an explosion - 1050, action zone 3.5 - 5.8 km. Maximum speed - 30.0 kt. Turning circle radius - 640 m. Rudder shift time – 9.1 s. Surface detectability – 12.6 km. Air detectability – 6.4 km. Detectability after firing main guns in smoke – 6.9 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party (Duration time 28 s; HP per second 161; reload time 120 (80) s; charges 2(3)) 3 slot - Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) British cruiser Devonshire, tier VI Hit points – 34400. Plating - 16 mm. Main battery - 4x2 203 mm. Firing range - 14.0 km. Maximum HE shell damage – 2850. Chance to cause fire – 15%. HE initial velocity - 814 m/s. Maximum AP shell damage - 4500. AP initial velocity - 814 m/s. Reload time - 12.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 130 м. Sigma – 2.00. Torpedo tubes - 2x4 533 mm. Maximum damage - 15433. Range - 8.0 km. Speed - 61 kt. Reload time - 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. An option to launch individual torpedoes is available. AA defense: 10x2 20.0 mm, 2x1 20.0 mm, 4x2 102.0 mm, 4x8 40.0 mm. AA defense short-range: continuous damage per second - 158, hit probability - 85 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 151, hit probability - 90 %, action zone 0.1-2.5 km; AA defense long-range: continuous damage per second - 95, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 4, damage within an explosion - 1400, action zone 3.5 - 5.8 km. Maximum speed - 31.2 kt. Turning circle radius - 710 m. Rudder shift time – 7.8 s. Surface detectability – 11.5 km. Air detectability – 6.6 km. Detectability after firing main guns in smoke – 6.4 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party (Duration time 28 s; HP per second 172; reload time 120 (80) s; charges 2(3)) 3 slot - Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) ST, British cruiser Surrey, tier VII Hit points – 35300. Plating - 16 mm. Main battery - 4x2 203 mm. Firing range - 14.8 km. Maximum HE shell damage – 2850. Chance to cause fire – 15%. HE initial velocity - 814 m/s. Maximum AP shell damage - 4500. AP initial velocity - 814 m/s. Reload time - 11.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 135 м. Sigma – 2.00. Torpedo tubes - 2x4 533 mm. Maximum damage - 15867. Range - 8.0 km. Speed - 61 kt. Reload time - 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. An option to launch individual torpedoes is available. AA defense: 4x4 40.0 mm, 12x2 20.0 mm, 6x2 102.0 mm, 4x8 40.0 mm. AA defense short-range: continuous damage per second - 165, hit probability - 85 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 252, hit probability - 90 %, action zone 0.1-2.5 km; AA defense long-range: continuous damage per second - 74, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 3, damage within an explosion - 1190, action zone 3.5 - 5.8 km. Maximum speed - 30.0 kt. Turning circle radius - 660 m. Rudder shift time – 9.4 s. Surface detectability – 11.2 km. Air detectability – 6.3 km. Detectability after firing main guns in smoke – 6.2 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party (Duration time 28 s; HP per second 176; reload time 120 (80) s; charges 2(3)) 3 slot - Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) 4 slot - Spotting Aircraft (Duration time 100 s; main battery firing range +20.0%; reload time 360 (240) s; charges 3 (4)) British cruiser Bedford, tier VIII Hit points – 43800. Plating - 25 mm. Main battery - 3x3 203 mm. Firing range - 15.7 km. Maximum HE shell damage – 2850. Chance to cause fire – 15%. HE initial velocity - 814 m/s. Maximum AP shell damage - 4500. AP initial velocity - 814 m/s. Reload time - 11.0 s. 180 degree turn time - 22.5 s. Maximum dispersion - 141 м. Sigma – 2.00. Torpedo tubes - 2x4 533 mm. Maximum damage - 15533. Range - 10.0 km. Speed - 62 kt. Reload time - 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. An option to launch individual torpedoes is available. AA defense: 6x4 40.0 mm, 16x2 20.0 mm, 6x2 113.0 mm. AA defense short-range: continuous damage per second - 207, hit probability - 85 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 168, hit probability - 90 %, action zone 0.1-3.5 km; AA defense long-range: continuous damage per second - 133, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 6, damage within an explosion - 1470, action zone 3.5 - 5.8 km. Maximum speed - 33.0 kt. Turning circle radius - 720 m. Rudder shift time – 10.7 s. Surface detectability – 12.4 km. Air detectability – 7.7 km. Detectability after firing main guns in smoke – 7.0 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party (Duration time 20 s; HP per second 876.0; reload time 120 (80) s; charges 1 (2)) 3 slot - Hydroacoustic Search (Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) 4 slot - Spotting Aircraft (Duration time 100 s; main battery firing range +20.0%; reload time 360 (240) s; charges 3 (4)) British cruiser Drake, tier IX Hit points – 46800. Plating - 25 mm. Main battery - 3x3 234 mm. Firing range - 15.9 km. Maximum HE shell damage – 3350. Chance to cause fire – 21%. HE initial velocity - 881 m/s. Maximum AP shell damage - 5550. AP initial velocity - 881 m/s. Reload time - 14.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 143 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. An option to launch individual torpedoes is available. AA defense: 4x6 40.0 mm, 12x2 20.0 mm, 4x2 40.0 mm, 6x2 113.0 mm. AA defense short-range: continuous damage per second - 154, hit probability - 85 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 235, hit probability - 90 %, action zone 0.1-3.5 km; AA defense long-range: continuous damage per second - 116, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 5, damage within an explosion - 1540, action zone 3.5 - 5.8 km. Maximum speed - 33.3 kt. Turning circle radius - 760 m. Rudder shift time – 11.0 s. Surface detectability – 12.2 km. Air detectability – 8.1 km. Detectability after firing main guns in smoke – 7.6 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party (Duration time 20 s; HP per second 936.0; reload time 120 (80) s; charges 1 (2)) 3 slot - Hydroacoustic Search (Duration time 180 s; torpedo and ship detection range 3.0 km; reload time 180 (120) s; charges 2 (3)) 4 slot - Spotting Aircraft (Duration time 100 s; main battery firing range +20.0%; reload time 360 (240) s; charges 3 (4)) British cruiser Goliath, tier X Hit points – 58600. Plating - 25 mm. Main battery - 4x3 234 mm. Firing range - 16.8 km. Maximum HE shell damage – 3350. Chance to cause fire – 21%. HE initial velocity - 881 m/s. Maximum AP shell damage - 5550. AP initial velocity - 881 m/s. Reload time - 15.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 149 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. An option to launch individual torpedoes is available. Secondary Armament: 6x2 113.0 mm AA defense: 7x6 40.0 mm, 19x2 20.0 mm, 6x2 40.0 mm, 6x2 113.0 mm. AA defense short-range: continuous damage per second - 231, hit probability - 85 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 371, hit probability - 90 %, action zone 0.1-3.5 km; AA defense long-range: continuous damage per second - 126, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 6, damage within an explosion - 1610, action zone 3.5 - 5.8 km. Maximum speed - 33.0 kt. Turning circle radius - 800 m. Rudder shift time – 12.5 s. Surface detectability – 14.0 km. Air detectability – 8.7 km. Detectability after firing main guns in smoke – 9.0 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party (Duration time 20 s; HP per second 1172.0; reload time 120 (80) s; charges 1 (2)) 3 slot - Hydroacoustic Search (Duration time 180 s; torpedo and 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. Please note that the information in the Development Blog is preliminary and subject to change.
  14. shonai_

    ST, change to Ohio

    American battleship Ohio, tier X: Reload time of main caliber guns lowered from 30 to 27.5 s. The increased reload time and changes done to the accuracy of the main caliber guns, majorly affected the overall damage caused by the battleship. Please note that the information in the Development Blog is preliminary.
  15. German cruiser Siegfried, tier IX: Secondary battery firing range increased from 5 to 7.6 km; Secondary armament reload time lowered from 4 to 3.6 s; Siegfried has powerful guns that can deal good damage at long ranges due to accuracy and caliber, and the ship's armor layout helps in surviving return fire. The main battery characteristics make it difficult to effectively fight destroyers and lightly armored targets at close range. The changes will allow Siegfried to deal damage at close distance while the main battery is reloading even without skills or upgrades. This will increase the ship's efficiency at close range, supplementing the Hydroacoustic search with 6 km detection range of ships and torpedoes. French cruiser Colbert, tier X: Chance of HE shell causing a fire is lowered from 9% to 7%; Main battery reload time increased from 3 to 3.5 s; Main battery firing range lowered from 15.5 to 13.8 km; HE shells damage increased from 1850 to 2100; AP shells damage increased from 2450 to 2600; Acceleration dynamics at the start of the movement reverted to the standard values. Cruiser's firing range allowed her not to take upgrades and skills because, considering the ballistics, the range increase didn't give a considerable increase in efficiency and this allowed players to increase other parameters. Lowering the range will form a choice for commanders of Colbert. Changes to shell parameters and to the reload time will lower the total damage output of the cruiser at the expense of fires. Damage per minute by shells remain roughly the same. Good acceleration dynamics allowed Colbert to quickly disengage after being detected and made it too hard for opponents to strike the cruiser. Please note that the information in the Development Blog is preliminary.
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