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_Weikath_

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  1. 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!
  2. _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.
  3. _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.
  4. 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.
  5. _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.
  6. _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.
  7. The characteristics of these ships are currently in the balancing stage. We will publish further details in the near future.
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