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ST, changes to test ships

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American destroyer Somers, tier X:

  • Torpedo tubes reload time increased from 108 to 130 s.

Somers was designed as a 'universal' destroyer with a good main battery guns and long-range torpedoes. Testing showed that torpedo weapons were too strong for a ship that also had good artillery.

American destroyer Hill, tier V:

  • Main battery guns reload time increased from 4 to 4.8 s.

Damage per minute of Hill's main battery guns was too high for a tier V destroyer, so reload time was increased.

French destroyer Le Fantasque, tier VIII:

  • Torpedo detectability range increased from 1.4 to 1.8 km.

Le Fantasque has very fast torpedoes with a range of 8 km, and she can easily hit enemies with them. These torpedoes were too strong for a tier VIII destroyer. We decided to increase detectability range of the Le Fantasque torpedoes, so players would have a little more time to react to them.

French destroyer Vauquelin, tier VII:

  • Hit points of researchable hull increased from 16900 to 18100;
  • Turrets 180° turn time lowered from 22.5 to 18 s;
  • Torpedo maximum speed increased from 57 to 68 knots;
  • Torpedo detectability range increased from 1.2 to 1.4 km.

In some characteristics Vauquelin was not strong enough for a French destroyer of tier VII and did not fit into the overall progression of the branch.

Vauquelin's researchable hull increased the amount of hit points of the ship by too small amount for a tier VII destroyer.

French destroyers are designed for dynamic fights whilst actively maneuvering. With the progression of the tier, the dynamics of the battle grows too, and the previous traverse speed of the Vauquelin turrets was too low to permit effective play at her tier.

Vauquelin's torpedoes maximum speed was increased to make them easier to hit an enemy. Also increasing the detectability range of the torpedoes will give players time to react to the improved torpedoes of this French destroyer.

French destroyer Guepard, tier VI:

  • Main battery guns reload time increased from 4.8 to 5.2 s.

French destroyer Jaguar, tier V:

  • Main battery guns reload time increased from 6 to 6.6 s.

According to the test results, the reload time of the Jaguar and Guepard main battery guns has been changed to balance their damage per minute.

French cruiser Colbert, tier X:

  • Improved acceleration dynamics from 0 to 8 knots;
  • "Repair party" consumable number of charges increased from 2 to 3.

Colbert is designed to play at medium distances with the help of covers. For this playstyle to be successful, the ship must be able to gain speed quickly.

Recent changes to test ships have increased the recovery of Colbert's hit points with "Repair party" equipment to compensate ship's low amount of hit points. The old number of "Repair party" charges did not allow this change to be sufficiently realized.

Japanese destroyer Yudachi, tier VII:

  • "Torpedo reload boost" consumable added to a separate slot;
  • Detectability range by sea increased from 6.48 to 7 km;
  • Detectability range firing main guns in smoke increased from 2.42 to 2.61 km;
  • Detectability range by air increased from 2.784 to 3.01 km.

The concept of Yudachi, as a destroyer with good concealment and powerful long-range torpedoes, works fine, but the gameplay on her can be quite monotonous. Yudachi has received "Torpedo reload boost" equipment in a separate slot to allow players to launch an extra wave of torpedoes at the right time. This will enhance the gameplay and will allow, with the correct use of equipment, to have a significant impact on the result of the battle. To compensate this reinforcement, her detectability range has been increased.

Japanese cruiser Yoshino, tier X:

  • "Repair party" consumable number of charges increased from 2 to 3.

Because of her long-range guns and torpedoes, as well as her armor, Yoshino is designed for careful long-distance play. In order to allow her to get close to the enemy at the end of the game and take an active part in the battle, we have slightly increased the survivability of the ship by adding one additional "Repair party" charge to her.

British aircraft carrier Ark Royal, tier VI:

  • Fairey Albacore torpedo bombers replaced by Fairey Swordfish.
    • Aircraft hit points lowered from 1110 to 1070;
    • Aircraft cruise speed increased from 97 to 98 knots.

Fairey Swordfish squadrons are as famous as the Ark Royal aircraft carrier itself. For historical accuracy purposes, the Fairey Albacore torpedo bombers are replaced by Swordfish, which are a bit faster, but with a lower hit points.

Please note that the information in the Development Blog is preliminary.

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So i was wonder why Yoshino equip with "310" and her guns couldn't stand out among all battlecruiser. Wg is basically making a enormous ZAO which has lower pen and lower dmg than all the other battlecruiser.

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8 hours ago, richard99580 said:

So i was wonder why Yoshino equip with "310" and her guns couldn't stand out among all battlecruiser. Wg is basically making a enormous ZAO which has lower pen and lower dmg than all the other battlecruiser.

Perhaps this is what Wargaming thinks about Variety and Balance. As Japanese cruisers enjoy enhanced HE shell (damage and fire chance, though not that excessive than the British Battleship HE shells) but somewhat poor protection, in the end, Japanese Large Cruisers end up as enormous HE-Spammers like an enlarged Zao, and in the case of Azuma, has an even weaker hull in terms of plating in contrast to Tech-tree CAs (the hotly-debated 25-mm hull plating).

The IJN chose the calibre of 310-mm during their study of Large Cruiser projects, though I do not know why they have chosen such a calibre; perhaps some sort of round up towards metric measurements. Besides, there are several factors that would influence how a type of AP shell handles in game: ballistics, shell weight, velocity, Krupp value (or, "hardness"), calibre (related to overmatching mechanics), air drag coefficient, damage, penetration value and ricochet angles, and some other aspects related to the guns themselves. So all this created a rather large margin of adjustments, though the process may be influenced by various types of bias, of a gun's performance in game.

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