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_Weikath_

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  1. The characteristics of these ships are currently in the preliminary balancing stage. We will publish further details in the near future.
  2. On the second stage of 0.9.2 Public test, we've changed the characteristics of several ships, having analyzed their combat performance and taken player feedback into account. Such changes were required in order to carefully adjust the balance of selected warships. We'll continue to introduce changes in the updates that will follow, if deemed necessary. American battleship Arkansas Beta, Tier IV: The possibility to mount the "Ship Consumables Modification 1" upgrade is added Soviet cruiser Aurora, Tier III: Turret traverse speed increased from 5.0 to 5.1 degrees per second. Soviet battleship Sinop, Tier VII: Sigma parameter reduced from 1.55 to 1.50 Soviet battleship Kremlin, Tier X: Sigma parameter reduced from 1.85 to 1.80 American cruiser Atlanta, Tier VII: Main battery reload time reduced from 5.0 to 4.9 s. American cruiser Flint, Tier VII: Main battery reload time reduced from 5.0 to 4.9 s. British destroyer Jutland, Tier IX: Main battery reload time increased from 4.0 to 4.1 s; Torpedo tubes reload time increased from 120 to 122 s. British destroyer Daring, Tier X: Main battery reload time increased from 2.5 to 2.6 s; Torpedo tubes reload time increased from 120 to 122 s. Japanese aircraft carrier Hakuryu, Tier X: Attack aircraft damage reduced from 3,350 to 3,250. American destroyer Gearing, Tier X: Researchable torpedo tubes reload time reduced from 118 to 116 s. British destroyer Valkyrie, Tier III: Main battery reload time increased from 5.0 to 5.2 s; Torpedo tubes reload time increased from 41 to 43 s. British battleship Orion, Tier IV: Base firing range reduced from 15.18 to 14.7 km. Pan-Asian destroyer Hsienyang, Tier VIII: Researchable torpedo tubes reload time reduced from 119 to 117 s. Pan-Asian destroyer Chung Mu, Tier IX: Torpedo tubes reload time reduced from 119 to 117 s. Pan-Asian destroyer Yueyang, Tier X: Torpedo tubes reload time reduced from 142 to 139 s. Aircraft: Spotting range of aircraft carrier squadrons, Patrol Fighters, Catapult Fighters, and Spotting Aircraft decreased from 19 to 18 km (This characteristic determines at what distance the aircraft is capable of spotting an enemy). The "Inertia fuse for HE shells" skill is changed as follows: With the skill, The boost to HE shell armor penetration will be reduced from 30% to 25% for Tier VIII - X ships Due to the fact that the rule of 1/5 of the caliber was applied when calculating HE shell armor penetration on Tier VIII - X ships with 152-155 mm caliber guns, cruisers with 152 mm guns could penetrate the 38mm plating with the 30% bonus applied, which was extremely powerful. With this change, cruisers with 152 mm guns will not be able to penetrate 38mm plating. The armor penetration of some Japanese ships' shells is changed as follows: Armor penetration of 100mm main caliber HE shells of Akizuki, Kitakaze, Harugumo, HSF Harekaze changed from 25 to 30 mm. Armor penetration of 100mm secondary armament HE shells of Ibuki, Zao, Yoshino, Azuma, Kii, Shikishima, Hakuryu changed from 25 to 30 mm. Now the armor penetration of these shells is aligned with the new HE shell penetration of Tier VIII - X ships with 152-155 mm caliber guns, the same as before the changes. The armor penetration of secondary armament shells of German ships: Armor penetration of HE shells from the 105mm secondary armament on Yorck, Prinz Eitel Friedrich, Scharnhorst, Scharnhorst B, Gneisenau, Admiral Graf Spee, and HSF Admiral Graf Spee increased from 18 to 26 mm. The armor penetration of these shells became the same as that of other 105mm secondary armament shells on German ships. Please note that the information in the Development Blog is preliminary and subject to change.
  3. _Weikath_

    PT, balance changes

    We continue to work on improving the balance in our game. The following balance changes will be made in Update 0.9.1: Japanese aircraft carrier Hakuryu. Tier X: Fixed an error with the accuracy of the stock Attack Aircraft, which did not match the accuracy of the researchable Attack Aircraft. The accuracy of the stock fighters was lowered to the levels of the researchable ones; Attack aircraft damage reduced from 3,450 to 3,350. British cruiser Neptune, Tier IX: Main battery reload time reduced from 5 to 4.8 s. American destroyer Gearing, Tier X: Stock torpedo tube reload time reduced from 106 to 103 s; Researchable torpedo tube reload time reduced from 122 to 118 s. Soviet ships: Battleship Sinop, Tier VII: Sigma parameter reduced from 1.6 to 1.55. Battleship Kremlin, Tier X: Sigma parameter reduced from 1.9 to 1.85. Pan-Asian ships: Destroyer Yueyang, Tier X: Torpedo speed increased from 68 to 69 knots; Torpedo tube reload time reduced from 146 to 142 s. Destroyer Chung Mu, Tier IX: Stock torpedo speed increased from 55 to 56 knots; Stock torpedo tube reload time reduced from 122 to 119 s; Researchable torpedoes speed increased from 66 to 67 knots; Researchable torpedo tube reload time reduced from 122 to 119 s. Destroyer Hsienyang, Tier VIII: Researchable torpedo speed increased from 55 to 56 knots; Researchable torpedo tube reload time reduced from 122 to 119 s. Cruiser Irian, Tier VIII: Torpedo speed increased from 68 to 69 knots; Torpedo tube reload time reduced from 136 to 133 s. Cruiser Wukong, Tier VIII: Torpedo speed increased from 63 to 64 knots; Torpedo tube reload time reduced from 110 to 107 s. Destroyer Siliwangi, Tier VIII: Torpedo speed increased from 61 to 62 knots; Torpedo tube reload time reduced from 131 to 128 s. Aircraft: Spotting range of aircraft carriers' squadrons, Patrol Fighters, Catapult Fighters, and Spotting Aircraft decreased from 20 to 19 km (This characteristic determines at what distance the aircraft is capable of spotting an enemy). Please note that the information in the Development Blog is preliminary and subject to change.
  4. Main battery reload times were changed: Surrey, tier VII: from 13 to 12.5 s; Albemarle, tier VIII: from 14 to 13 s; Cheshire, tier VIII: from 15 to 13 s Drake, tier IX: from 16.5 to 18.5 s; Goliath, tier X: from 19.5 to 19 s. We adjusted the parameters of British heavy cruisers based on testing results. Please note that the information in the Development Blog is preliminary.
  5. In update 0.8.2 we implemented a method that granted a non-linear increase to the continuous damage inflicted to aircraft by AA guns. In cases where the number of ships sharing a field of AA fire increases, the continuous damage caused to the attacking squadron is lower than the total combined sum. Checking the mechanics in 0.8.9, we found that the damage is no longer reduced as described above. The reason for this was a bug that appeared in version 0.8.7. However, after analyzing the current state of aircraft carriers and their interaction with AA, we decided not to make additional changes. This means that the AA damage won’t decrease in any cases of overlapping AA zones of ships. At the moment both aircraft carriers and ships interacting with aircraft are in a balanced state when taking into account the latest global changes - rework of AA zones, updating the mechanics of the priority AA sector and large-scale balance changes. However, if in the future it is necessary to use these mechanics, we will be able to quickly turn on it back for balance reasons. We apologize for the situation.
  6. As clan battles take place between two well-coordinated squads of players, different team tactics –depending on the positioning of the ships– begin to play a major role. Therefore, the ability of aircraft carriers to effectively give their team information about the location of the enemy has too much influence on the outcome of clan battles, compared to other game modes. In order to estimate the impact of aircraft carriers' spotting and scouting capabilities in battles, we will hold a closed test session with special settings for the mechanics of ship detection by planes in Clan Battles. Ships detected by the aircraft carrier player will be visible to them in the game world and on the minimap, but their allies will see the enemy only on the minimap. These test sessions will help us gather the required data to estimate extreme cases and determine steps for improvement. Please note that these mechanics are built as a prototype and will only be used to collect stats.
  7. _Weikath_

    ST, changes to test ships

    Soviet battleship Poltava, tier VII: Firing range of main caliber guns increased from 16.1 to 18.3 km. Accuracy settings for the main caliber guns are adjusted to the standard settings for battleships. Poltava's concept is very similar to that of Sinop, but due to the specifics of armoring it is less effective in close combat. We've increased Poltava's firing range and also changed the settings of her guns. Now the concept of Poltava will be closer to that of 'usual' battleships, but with some characteristic differences such as a limited number of Damage control party charges and a special armoring scheme. American battleship California, tier VII: Firing range of main caliber guns increased from 17 to 19.1 km. Sigma parameter was changed from 1.7 to 1.8 In keeping with many other American battleships of her era, California does not have the fastest speed. Because of this, the ship spent too much time reaching the battlefield at the beginning of the game, and sometimes did not have time to help allies during battle. We increased the range of the ship's main caliber guns so that she can engage the enemy earlier, and also slightly increased her accuracy so that California can engage the enemy effectively at long range. Please note that the information in the Development Blog is preliminary and subject to change.
  8. Italian cruisers. Part 2 Update 0.8.10 will continue the Italian update cycle. The event will consist of directives, a new collection, and Italian cruisers which will be out of early access. Items of the collection dedicated to the Italian Navy, consisting of 16 elements will only be available in the event's containers. For completing the collection, you will get the new unique Italian commander - Luigi Sansonetti. The commander has three talents: A one-time duration increase of consumables after a fixed number of hits to opponents from the main caliber guns; A one-time increase to the firing range of main caliber guns after the destruction of an enemy; Increased reload speed of main caliber guns and torpedo tubes after reaching the "High Caliber" achievement. Please note that the commander is still in development and the exact numbers will be announced after testing. British Heavy Cruisers We are pleased to present you a new branch in the UK tech tree - heavy cruisers: Hawkins, tier V: 7x1 190 mm guns; Torpedoes 2x2 533 mm; Armor belt 76 mm. Devonshire, tier VI: 4x2 203 mm guns; Torpedoes 2x4 533 mm; Armor belt 114 mm. Surrey, tier VII: 4x2 203 mm guns. Torpedoes 2x4 533 mm. Armor belt 152 mm. Bedford, tier VIII: 3x3 203 mm guns. Torpedoes 2x4 533 mm. Armor belt 152 mm. Drake, tier IX: 3x3 234 mm guns. Torpedoes 2x4 533 mm. Armor belt 177 mm. Goliath, tier X: 4x3 234 mm guns. Torpedoes 2x4 533 mm. Armor belt 203 mm. As well as the above-mentioned new additions is the tier VI cruiser, London. The initial concept, which will be tested, assumes that these ships will have good belt and deck armor, high-explosive and armor-piercing shells with high maximum damage, achieved by the caliber of the guns. For those of you that are familiar with Royal Navy cruisers, the new heavy cruisers from tier VIII-X will also have the branded "British" repair party. Owners of British heavy cruisers will be able to choose between the "Defensive AA Defense Fire" and "Fighter" consumables. In a separate slot will be "Hydroacoustic Search" consumable, the characteristics of which will be similar to those of British destroyers: a short detection range and long action time. Such equipment is intended for protection against torpedoes. So, to sum it up - high survivability, powerful guns, long-duration hydroacoustic search and the repair party, capable of repairing a huge amount of hit points, will make these ships good middle-range fighters. Please note that the information in the Development Blog is preliminary and subject to change.
  9. _Weikath_

    PSA: Sound Setup Guide

    Commanders, Update 0.8.8.1, which fixes sound problems, was installed on the game servers. Unfortunately, some players are still having trouble adjusting the sound in our game. Therefore, we decided to share with you a quick guide to setting up your sound settings: Step 1: Set all volume sliders to the maximum level. Step 2: The main volume sliders are located on the left side of the Audio settings window. You should start adjusting these settings only after completing the previous step. Main volume sliders include: General volume level - manages all sound in the game; SFX volume - manages all sounds except music and voice messages. Step 3: There are several sliders on the right side of the Audio settings window for "fine-tuning" the sound: Gunfire volume - in the range from 100% to 50% adjusts the volume of your ship's shots, and in the range from 50% to 0% adjusts the volume of all shots in the game. This slider also adjusts the hit volume; Engine sounds - in the range of 100% to 80% regulates the volume of "low-frequency knocking" in the engine sound. In the range of 80% to 0% adjusts the overall volume of the engines. Please note: if the volume level is reduced to a minimum, it is possible that a category of sound will be muted because very quiet sounds are not a priority for the game sound system. We also advise you to pay attention to the "Wide dynamic range" checkbox on the left-hand side of the audio settings screen. This option is enabled for all players by default. Turning it off will minimize the difference in volume between the loudest and the quietest sounds in the game. We recommend you disable this setting in the following cases: If you are using a laptop or other device with built-in speakers; If you don't think the sound in the game is balanced enough, even after "fine-tuning" the volume. When disabling this option, be sure to set the sliders on the right side of the settings menu to maximum volume. We'll continue to keep an eye on the sound in our game and hope these simple tips will help you to optimize in-game sounds.
  10. Commanders, In update 0.8.8 we performed some major sound changes. Unfortunately, this version contains a few bugs that diminished your experience with the new audio. We apologize to you for that. Thank you for your feedback on the sound changes, it will help us to identify and fix all of the problems. The patch with bug fixes will be released before the end of the week. Preliminary list of fixes: Fixing the War Drums music mode; Fixed an error that caused the ship's destruction message to be repeated; Improvement of the sound of fires, hits, AA defenses and secondaries; Changes in the sound transmission of enemy and friendly shots; Fixed an error that causes the Audio Settings menu to not work properly. Since some of the problems were related to the impossibility of fine-tuning the sound of the game due to incorrect functioning of the settings menu, we suggest the following temporary solution: Set all settings to the maximum volume; Turn down the game volume using the " General volume level " setting to a comfortable level; Turn down the engine volume by 20% using the "Engine volume" setting; You can also adjust the "Ambient sound Volume" setting to your preference. Other sound parameters will be configurable after corrections are made. After the bugs are fixed, we will be happy to hear the feedback you have on the new audio in our game. Thank you for your understanding and we wish you many successful battles!
  11. _Weikath_

    ST, Gorizia and Mainz

    German cruiser Mainz, tier VIII In game, Mainz will have good range and firing speed and relatively good survivability for a ship armed with 150 mm guns, familiar to players of Nürnberg and Königsberg. She'll also have a decent torpedo armament. Hit points – 42500. Plating - 27 mm. Main battery - 4x3 150 mm. Firing range - 17.5 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. HE initial velocity - 960 m/s. Maximum AP shell damage - 3900. AP initial velocity - 960 m/s. Reload time - 7.5 s. 180 degree turn time - 30.0 s. Maximum dispersion - 154 м. Sigma – 2.00. Torpedo tubes - 4x4 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. AA defense: 18x2 37.0 mm. 12x4 20.0 mm. 12x2 105.0 mm. AA defense short-range: continuous damage per second - 147, hit probability - 85 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 319, hit probability - 90 %, action zone 0.1-3.5 km; AA defense long-range: continuous damage per second - 119, hit probability - 90 %, action zone 0.1-5.2 km; Number of explosions in a salvo - 6; explosions damage - 1400. Maximum speed - 32.0 kt. Turning circle radius - 720 m. Rudder shift time – 10.5 s. Surface detectability – 15.3 km. Air detectability – 7.5 km. Detectability after firing main guns in smoke – 8.4 km. Available consumables: 1 slot - Damage Control Party; 2 slot - Hydroacoustic Search; 2 slot - Defensive AA fire; 3 slot - Fighter. Italian cruiser Gorizia, tier VII Gorizia was one of the Zara cruisers built in 1930. The main feature of this ship will be the presence of hydroacoustic search consumable. Therefore, unlike other Italian cruisers, Gorizia can actively use the exhaust steam smoke generator not only for protection, but also for attack. However, the availability of hydroacoustic search is compensated by that this ship has no torpedo armament. Hit points – 37100. Plating - 16 mm. Main battery - 4x2 203 mm. Firing range - 15.6 km. Maximum AP shell damage - 4800. AP initial velocity - 900 m/s. Maximum SAP shell damage - 5050. SAP initial velocity - 900 m/s. Reload time - 16.5 s. 180 degree turn time - 25.7 s. Maximum dispersion - 140 м. Sigma – 2.00. AA defense: 4x1 40.0 mm. 16x2 100.0 mm. 4x2 13.2 mm. AA defense short-range: continuous damage per second - 46, hit probability - 85 %, action zone 0.1-1.5 km; AA defense mid-range: continuous damage per second - 53, hit probability - 90 %, action zone 0.1-2.5 km; AA defense long-range: continuous damage per second - 88, hit probability - 90 %, action zone 0.1-4.6 km; Number of explosions in a salvo - 3; explosions damage - 1120. Maximum speed - 33.0 kt. Turning circle radius - 580 m. Rudder shift time – 9.8 s. Surface detectability – 14.0 km. Air detectability – 7.0 km. Detectability after firing main guns in smoke – 8.3 km. Available consumables: 1 slot - Damage Control Party 2 slot - Exhaust smoke generator 3 slot - Spotting Aircraft 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) ); 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.
  12. _Weikath_

    ST, Halloween

    Every autumn we hold a Halloween dedicated event and this year won't be an exception. Thematic port has been updated, and a new "nightmare" level of difficulty has been added for operations "Saving Transylvania" and "Sunray in the Darkness"" for playing in divisions. Added a new game mode - Twilight raid. Players will have a battle of 3 teams of 3 players in each, who will fight each other, as well as ships under AI control. The main task will be to collect resources that can be found on the map or picked up in the area where the ship was destroyed. During the battle, the complexity of the attacking bot waves will increase, and the reward will grow with it. The goal in battle is to collect resources and get out of the portal in the center of the map. All players will start the fight without any charges for consumables. Charges can be obtained by destroying enemies or the death of an ally. If you successfully pass through the portal, you will add all gathered resources your team moneybox, but if you die or do not have time to exit the portal before the end of the battle, you will add only part of the resources to your team. Resources collected by your team can be spent on various rewards in the Armory. For the new mode, а new nation in the development tree will be available with three classes of ships: destroyers, cruisers and battleships. There will be three ships in each branch that will be explored in sequence. In addition to the usual equipment, the ships of the event will have different non-standard abilities: temporary invulnerability, invisibility, healing shells, recovery of other ships' fighting ability and instantaneous turn at anchor. Permanent monster-style camouflages with standard bonuses will be available in a special section of the Armory. Added a new type of permanent camouflage that can be installed on one of several ships. After the installation of such camouflage, it acquires the properties of usual permanent camouflage and is attached to only one ship. These camouflages with standard bonuses will be available for VIII, IX and X tiers ships. Please note that the information in the Development Blog is preliminary.
  13. Update 0.8.9 will start the Italian update cycle with early access to Italian cruisers. Taranto port is added to the game. There are 4 directives waiting for you, for the completion of which you will receive event containers and a new temporary resource - Italian Tokens. From containers you can get combat missions for early access to Italian cruisers of tiers V - VIII. You can exchange Italian tokens in the Armory for camouflages, signals, premium account, credits, event containers and random bundles. The permanent "Grigio azzuro chiaro" camouflages with standard bonuses will be available for Italian tier V-VIII cruisers. Ships with this camouflage will be painted in light blue and gray - the standard palette of colors of ships of the Regia Marina in the early period of World War II. New "Regia Marina" camouflage added, with the following bonuses: -3% to detectability range; +4% to maximum dispersion of shells fired by the enemy at your ship; +100% XP per battle; +50% Commander XP per battle; +100% Free XP per battle. Participants in the upcoming Super test session will be able to try out a number of technical improvements, as well as a new spectator mode: Visibility system According to numerous requests of players, the penalty to the visibility of the ship after firing, is now lifted 2 seconds after leaving the visibility of the enemy. Now the visibility system will work the same way as for a few updates before version 0.8.0. Added guaranteed detection time: if a ship was detected by the enemy, it will be visible to the enemy for at least 3 seconds. This change will help to prevent an enemy ship from flickering when it appears and disappears on the map at a high frequency at the edge of the enemy team's detection range. New group of ships Unresearchable ships, which do not have increased earning of credits, will be merged into a new group. It will also include rentals, temporary ships and ships in early access. In this way, players can easily differentiate between premium ships with higher earnings and other types of unresearchable ships. Displaying of camouflages If the player has disabled the display of special camouflages, then in battle instead the permanent ship's camouflage will be displayed, and in case of its absence the consumable camouflage "Type 5". Previously, ships were displayed without camouflage, even if they were installed on them. Because of this, it was possible to conclude that the enemy or ally did not have a camouflage bonus. Spectator mode In the training room will be added an ability to go into battle without a ship as a spectator. Spectators will be able to watch the battle in real time and switch between spectating one of the two teams or both of them.The color indication of the commands does not change when changing the observation side: one team will always be green and the other will always be red. Spectators do not have access to battle chat, quick commands and cannot leave marks on the minimap, but they can be attached to ships, planes and shells like a camera after the destruction of a ship. On the post-battle statistics screen, spectators will have access to information about the composition of the teams and which team won the battle. Up to 20 spectators can be present in one battle. Please note that the information in the Development Blog is preliminary.
  14. _Weikath_

    PT, AA changes

    Today, additional AA changes will be made on the public test server. The functioning of the AA zones will be changed and the AA defense plus aircraft parameters will be balanced. These complex changes are aimed at: Improving the AA defense balance, considering the changes in previous versions; Making the confrontation of ships with a gap of one and two tiers more convenient and make non-top players life easier (both when playing against aircraft carriers and for them). In the version 0.8.0, the AA Defense was divided into three non-crossing zones (short-range, mid-range and long-range) to emphasize unique features of each ship's AA Defense. However, its side effects have sometimes led to irrational situations. In Update 0.8.7 we have changed the AA zones in a way that they now overlap and supplement each other: short-range air defense zone now can't be less than 1,5 km, while a mid-range zone and long-range zone will start at a distance of 100m from the ship and end at the same distance from the ship as before, but can't be smaller than 2,5 rm and 4 km accordingly. This way we will eliminate the flaws of old mechanics. To compensate for the increased constant AA damage from the crossing of AA zones, the damage to each zone will be reduced. Together with the AA zones, the spawning radius of explosions will be changed. Now they will begin to appear on the border of the long-range zone and end at 3.5 km from the ship. This will allow the aircraft carrier commander to focus on dogging explosions while approaching the enemy and after reaching 3,5 km mark - to aim correctly and choose correct lead for a successful attack. Updated the progression of planes and AA characteristics as the tier of ships increases. Now the number of aircraft Hit Points and AA damage of ships tier IV-X will change more smoothly from tier to tier. Thus, playing for aviation and against it will not so much depend on the gap in the tier of ships. As well as this change will decrease the gap in effectiveness between ships with weak and powerful AA Defense. Along with the change in the progression of air defense and overlapping zones, we have also changed the parameters of consumable "Defensive AA Fire" for all classes. From now on the continuous damage bonus is equal 50% instead of 100% and 200%, but the damage in explosions is now increased from 100% and 200% to 300%. For the cruiser Stalingrad, the bonus to continuous damage will be 25%, because the duration of the consumable is 60 seconds, instead of the standard 40 seconds. The continuous damage bonus is now decreased due to the new air defense mechanics and due to the summing of one ship's damage zones - considering old values this gain would be extremely effective and leave no chance for the squadron to break through to the target or escape from AA zones. The values of consumable for destroyers is now equated to other classes because after progression changing, the characteristics of AA in ships with a weak configuration was strengthened and the effectiveness of destroyers with good air defense under "Defensive AA Fire" exceeded the power of cruisers and battleships. For example, the AA effectiveness of Grozovoi with activated consumable exceeded the effectiveness of the air defense of the battleship Kremlin. Instead of a reduced bonus to continuous damage, the damage caused by explosions will be increased. Now when the aircraft enters explosions during the action of " Defensive AA Fire " it is almost guaranteed to be destroyed. Please recall, that explosions with activated consumable are highlighted in red. To balance the overall damage obtained by aircraft considering all AA Defense buffs, we have decreased the return height of the planes after an attack, so planes that performed attack and return to carrier become immune to damage earlier. This way, more aircraft will be able to get back to the aircraft carrier, while this parameter will remain the same for "F" button to avoid spamming. In addition to that, Sight stabilization skill has been enhanced to achieve even faster aiming. We will need additional time to proceed with more exact adjustments. Going further, a decision on whether or not any specific changes will be included in the release version will be taken based on the results of the Public test. We welcome your detailed feedback and appreciate your participation in testing. Please note that the information in the Development Blog is preliminary.
  15. _Weikath_

    ST, New Ships

    Researchable Italian tier I-X cruisers, as well as Italian Premium tier V cruiser Genova and Italian tier X destroyer Paolo Emilio will be added to the game in the upcoming super test session. Italian cruisers have special consumable "Fuel Smokes", unique ammunition - semi-armor piercing shells, good maneuverability and a high salvo weight with long reload time. Semi-armor piercing shells have the features of two types of shells at once: Semi-armor piercing shells can ricochet, but the angles of the ricochet are more comfortable than those of armor piercing shells (60-85°); For semi-armor piercing shells, the 14.3-caliber rule will apply; If the ricochet does not happen, the mechanics of semi-armor piercing shells is similar to high explosive ones; Semi-armor piercing shells don't have over penetrations; Can't cause a fire; Damage and penetration is better than high explosive shells; Semi-armor piercing shells deal only 10% of their damage to destroyers. Semi-armor piercing shells are designed to deal stable high damage when armor piercing shells are not effective. Fuel smokes are almost similar to a usual smoke generator, but a ship equipped with fuel smokes is able to be concealed at full speed. Therefore, Italian cruisers will be able to hide from enemy ships or aircraft, without sacrificing speed and the ability to maneuver. Fuel smokes last from 25 to 40 seconds and disperse in 10 seconds. Italian cruisers are equipped with a small number of torpedoes with not the highest damage and speed, but with good range, low visibility and short reload time. We also want to comment on the situation with the names of Italian cruisers. It is indeed true that Italian heavy cruisers of 1920-1930 were named after the cities conquered in WWI. However, from what we see, Italians specifically chose the cities that had significant value – either strategic or ideologic. Most of such symbolic names were all used up for historic ships already – like Trento, Fiume, Zara, Pola, Gorizia and Bolzano. Since no further heavy cruisers were actually built after Bolzano, it’s difficult to state with certainty what names they would have received. We did consider a couple of options for new ship names, and we decided to go on with the “signature” Italian cities for their significance and strong association with Italy, even if they do not follow the tradition above. Hence, we have Milano, Torino, Verona and Genova. We also reserved Venezia for future possible ships. It's worth mentioning that Regia Marina did use such Italian city names before – if we look at armored cruisers of the 1910s and light cruisers of the 1920s - Pisa, Taranto, Bari, etc. So, this naming concept is not entirely made up or erroneous, it was used already. We thank you for your contributions and discussion. Italian cruiser Eritrea, tier I Hit points – 8100. Plating - 6 mm. semi-AP Main battery - 2x2 120 mm. Firing range - 9.9 km. Maximum HE shell damage – 850. Chance to cause fire – 6%. Reload time - 4.5 s. 180 degree turn time - 22.5 s. Maximum dispersion - 90 m. HE initial velocity - 750 m/s. Sigma – 2.00. Maximum speed - 20.0 kt. Turning circle radius - 310 m. Rudder shift time – 5.7 s. Surface detectability – 6.8 km. Air detectability – 7.1 km. Detectability after firing main guns in smoke – 2.4 km. Available consumables: 1 slot - Damage Control Party. Italian cruiser Nino Bixio, tier II Hit points – 16600. Plating - 6 mm. Main battery - 8x1 120 mm. Firing range - 11.4 km. Maximum semi-AP shell damage - 2850. Maximum AP shell damage - 2100. Reload time - 13 s. 180 degree turn time - 22.5 s. Maximum dispersion - 111 m. Semi-AP initial velocity - 840 m/s. AP initial velocity - 850 m/s. Sigma – 2.00. Maximum speed - 26.8 kt. Turning circle radius - 480 m. Rudder shift time – 4.8 s. Surface detectability – 8.1 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke – 2.9 km. Available consumables: 1 slot - Damage Control Party. Italian cruiser Taranto, tier III Hit points – 19600. Plating - 6 mm. Main battery - 7x1 150 mm. Firing range - 10.6 km. Maximum Semi-AP shell damage - 3550. Maximum AP shell damage - 3700. Reload time - 13 s. 180 degree turn time - 25.7 s. Maximum dispersion - 106 m. Semi-AP initial velocity - 835 m/s. AP initial velocity - 835 m/s. Sigma – 2.00. Torpedo tubes - 2x2 533 mm. Maximum damage - 9067. Range - 8.0 km. Speed - 51 kt. Reload time - 47 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 2x1 76.2 mm. AA defense mid-range: number of explosions in a salvo - 1, damage within an explosion - 210, continuous damage per second - 18, hit probability - 74 %, action zone 1.0-3.0 km; Maximum speed - 28.2 kt. Turning circle radius - 450 m. Rudder shift time – 5.7 s. Surface detectability – 9.4 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke – 4.1 km. Available consumables: 1 slot - Damage Control Party. Italian cruiser Alberto di Giussano, tier IV Hit points – 24000. Plating - 10 mm. Main battery - 4x2 152 mm. Firing range - 15.6 km. Maximum semi-AP shell damage - 3850. Maximum AP shell damage - 3000. Reload time - 15 s. 180 degree turn time - 25.7 s. Maximum dispersion - 140 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 850 m/s. Sigma – 2.00. Torpedo tubes - 2x2 533 mm. Maximum damage - 9067. Range - 8.0 km. Speed - 51 kt. Reload time - 47 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 2x1 20.0 mm, 4x2 20.0 mm, 3x2 100.0 mm. AA defense short-range: continuous damage per second - 88, hit probability - 72 %, action zone 0.1-1.5 km; AA defense long-range: number of explosions in a salvo - 1, damage within an explosion - 350, continuous damage per second - 35, hit probability - 77 %, action zone 1.5-4.6 km; Maximum speed - 36.5 kt. Turning circle radius - 580 m. Rudder shift time – 7.0 s. Surface detectability – 11.1 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke – 5.1 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fighter. Italian cruiser Raimondo Montecuccoli, tier V Hit points – 26500. Plating - 13 mm. Main battery - 4x2 152 mm. Firing range - 14.9 km. Maximum Semi-AP shell damage - 3850. Maximum AP shell damage - 3000. Reload time - 13 s. 180 degree turn time - 30 s. Maximum dispersion - 136 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 850 m/s. Sigma – 2.00. Torpedo tubes - 2x2 533 mm. Maximum damage - 12667. Range - 10.0 km. Speed - 51 kt. Reload time - 47 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 10x1 20.0 mm, 3x2 100.0 mm, 4x2 37.0 mm. AA defense short-range: continuous damage per second - 158, hit probability - 74 %, action zone 0.1-1.5 km; AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 350, continuous damage per second - 88, hit probability - 79 %, action zone 1.5-3.5 km; AA defense long-range: number of explosions in a salvo - 1, damage within an explosion - 490, continuous damage per second - 35, hit probability - 79 %, action zone 3.5-4.6 km; Maximum speed - 37.0 kt. Turning circle radius - 610 m. Rudder shift time – 7.6 s. Surface detectability – 11.6 km. Air detectability – 6.6 km. Detectability after firing main guns in smoke – 5.5 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. Italian cruiser Trento, tier VI Hit points – 34500. Plating - 16 mm. Main battery - 4x2 203 mm. Firing range - 16.9 km. Maximum semi-AP shell damage - 4800. Maximum AP shell damage - 4700. Reload time - 15 s. 180 degree turn time - 25.7 s. Maximum dispersion - 150 m. Semi-AP initial velocity - 840 m/s. AP initial velocity - 840 m/s. Sigma – 2.00. Torpedo tubes - 2x3 533 mm. Maximum damage - 12667. Range - 12.0 km. Speed - 51 kt. Reload time - 71 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 10x2 20.0 mm, 4x2 37.0 mm, 6x2 100.0 mm, 4x2 13.2 mm. AA defense short-range: continuous damage per second - 193, hit probability - 77 %, action zone 0.1-1.5 km; AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 490, continuous damage per second - 88, hit probability - 81 %, action zone 1.5-3.5 km; AA defense long-range: number of explosions in a salvo - 2, damage within an explosion - 700, continuous damage per second - 53, hit probability - 81 %, action zone 3.5-4.6 km; Maximum speed - 35.0 kt. Turning circle radius - 630 m. Rudder shift time – 9.5 s. Surface detectability – 14.5 km. Air detectability – 7.9 km. Detectability after firing main guns in smoke – 8.7 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. Italian cruiser Zara, tier VII Hit points – 37100. Plating - 16 mm. Main battery - 4x2 203 mm. Firing range - 15.8 km. Maximum semi-AP shell damage - 5050. Maximum AP shell damage - 4800. Reload time - 15 s. 180 degree turn time - 25.7 s. Maximum dispersion - 142 m. Semi-AP initial velocity - 900 m/s. AP initial velocity - 900 m/s. Sigma – 2.00. Torpedo tubes - 2x3 533 mm. Maximum damage - 12667. Range - 12.0 km. Speed - 51 kt. Reload time - 71 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 10x1 20.0 mm, 4x2 20.0 mm, 6x2 37.0 mm, 6x2 100.0 mm. AA defense short-range: continuous damage per second - 158, hit probability - 79 %, action zone 0.1-1.5 km; AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 630, continuous damage per second - 140, hit probability - 83 %, action zone 1.5-3.5 km; AA defense long-range: number of explosions in a salvo - 2, damage within an explosion - 840, continuous damage per second - 53, hit probability - 83 %, action zone 3.5-4.6 km; Maximum speed - 32.0 kt. Turning circle radius - 580 m. Rudder shift time – 9.8 s. Surface detectability – 14.0 km. Air detectability – 7.5 km. Detectability after firing main guns in smoke – 8.3 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. Italian cruiser Verona, tier VIII Hit points – 42800. Plating - 25 mm. Main battery - 3x3 203 mm. Firing range - 15.3 km. Maximum semi-AP shell damage - 5200. Maximum AP shell damage - 4900. Reload time - 16 s. 180 degree turn time - 25.7 s. Maximum dispersion - 139 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 910 m/s. Sigma – 2.00. Torpedo tubes - 2x4 533 mm. Maximum damage - 12667. Range - 12.0 km. Speed - 51 kt. Reload time - 95 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 6x1 65.0 mm, 12x6 20.0 mm, 12x1 90.0 mm. AA defense short-range: continuous damage per second - 350, hit probability - 81 %, action zone 0.1-1.5 km; AA defense mid-range: number of explosions in a salvo - 3, damage within an explosion - 910, continuous damage per second - 140, hit probability - 85 %, action zone 1.5-3.7 km; AA defense long-range: number of explosions in a salvo - 6, damage within an explosion - 1050, continuous damage per second - 140, hit probability - 85 %, action zone 3.7-4.6 km; Maximum speed - 37.0 kt. Turning circle radius - 680 m. Rudder shift time – 11.0 s. Surface detectability – 14.4 km. Air detectability – 9.5 km. Detectability after firing main guns in smoke – 8.7 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. Italian cruiser Torino, tier IX Hit points – 44800. Plating - 25 mm. Main battery - 4x3 203 mm. Firing range - 16.7 km. Maximum semi-AP shell damage - 5200. Maximum AP shell damage - 4900. Reload time - 20 s. 180 degree turn time - 25.7 s. Maximum dispersion - 148 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 910 m/s. Sigma – 2.05. Torpedo tubes - 2x4 533 mm. Maximum damage - 13900. Range - 13.5 km. Speed - 56 kt. Reload time - 95 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km. AA defense: 8x1 65.0 mm, 16x2 37.0 mm, 12x1 90.0 mm. AA defense mid-range: number of explosions in a salvo - 11, damage within an explosion - 980, continuous damage per second - 526, hit probability - 88 %, action zone 1.0-3.7 km; AA defense long-range: number of explosions in a salvo - 6, damage within an explosion - 1260, continuous damage per second - 158, hit probability - 88 %, action zone 3.7-4.6 km; Maximum speed - 36.7 kt. Turning circle radius - 730 m. Rudder shift time – 10.8 s. Surface detectability – 15.5 km. Air detectability – 10.2 km. Detectability after firing main guns in smoke – 9.7 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. 4 slot - Repair Party. Italian cruiser Milano, tier X Hit points – 51800. Plating - 25 mm. Main battery - 5x3 203 mm. Firing range - 17.1 km. Maximum semi-AP shell damage - 5200. Maximum AP shell damage - 4900. Reload time - 20 s. 180 degree turn time - 25.7 s. Maximum dispersion - 151 m. Semi-AP initial velocity - 950 m/s. AP initial velocity - 910 m/s. Sigma – 2.05. Torpedo tubes - 2x3 533 mm. Maximum damage - 13900. Range - 13.5 km. Speed - 56 kt. Reload time - 71 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km. AA defense: 8x2 65.0 mm, 10x4 37.0 mm, 12x2 90.0 mm. AA defense mid-range: number of explosions in a salvo - 12, damage within an explosion - 1120, continuous damage per second - 665, hit probability - 90 %, action zone 1.0-3.7 km; AA defense long-range: number of explosions in a salvo - 8, damage within an explosion - 1400, continuous damage per second - 228, hit probability - 90 %, action zone 3.7-4.6 km; Maximum speed - 36.6 kt. Turning circle radius - 760 m. Rudder shift time – 11.6 s. Surface detectability – 15.7 km. Air detectability – 11.1 km. Detectability after firing main guns in smoke – 9.9 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m). 3 slot - Fighter / Spotting Aircraft. 4 slot - Repair Party. Italian cruiser Genova, tier V Hit points – 30100. Plating - 13 mm. Main battery - 4x2 203 mm. Firing range - 13.1 km. Maximum semi-AP shell damage - 4800. Maximum AP shell damage - 4700. Reload time - 20 s. 180 degree turn time - 25.7 s. Maximum dispersion - 123 m. Semi-AP initial velocity - 840 m/s. AP initial velocity - 840 m/s. Sigma – 2.00. Torpedo tubes - 4x2 533 mm. Maximum damage - 9067. Range - 8.0 km. Speed - 51 kt. Reload time - 47 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.0 km. AA defense: 12x1 102.0 mm, 4x1 76.2 mm. AA defense mid-range: number of explosions in a salvo - 1, damage within an explosion - 420, continuous damage per second - 35, hit probability - 79 %, action zone 1.0-3.0 km; AA defense long-range: number of explosions in a salvo - 1, damage within an explosion - 490, continuous damage per second - 53, hit probability - 79 %, action zone 3.0-4.0 km; Maximum speed - 34.5 kt. Turning circle radius - 660 m. Rudder shift time – 8.6 s. Surface detectability – 11.8 km. Air detectability – 11.1 km. Detectability after firing main guns in smoke – 6.6 km. Available consumables: 1 slot - Damage Control Party. 2 slot - Fighter / Spotting Aircraft. All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Italian tier X destroyer Paolo Emilio is at the initial stage of testing and added to the game to test the model of the ship. Therefore, her characteristics will be announced later. Please note that the information in the Development Blog is preliminary.
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