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[WoWS new news] No. 29 Updated - Bias cruisers buffs + nerfs, Z-35 and German CV stats

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Please note that all information in the development blog is preliminary and subject to change during testing. Showcased features may or may not end up on the main server. Any final information will be published on our game's website.

We adjusted the parameters of ships based on testing results.

Japanese battleship Shikishima, Tier X:

  • Main battery reload time reduced from 35 to 27 s;

  • HE and AP shells' initial velocity increased from 720 to 765 m/s; 

  • AP shell maximum damage reduced from 19400 to 17000;

  • Shell ballistics changed. Accuracy settings for the main caliber guns are now similar to those of the Japanese Tier X battleship Yamato, and the shell trajectory became flatter.

Soviet cruiser Ochakov, Tier VIII: 

  • Torpedo range reduced from 10 to 8 km;

  • Main battery firing range increased from 15.2 to 15.6 km;

  • Main battery reload time reduced from 6.5 to 6.1 s.

Soviet cruiser Riga, Tier IX:

  • Parameters of HE and AP shells were changed:

    • AP shell maximum damage reduced from 6,200 to 5,950;

    • Shell trajectory became more arched;

    • AP shell penetration was reduced.

Soviet cruiser Petropavlovsk, Tier X:

  • Ellipse of main caliber shell dispersion is increased.

Soviet cruiser Alexander Nevskiy, Tier X:

  • Sigma parameter increased from 2.0 to 2.05.

Soviet cruiser Pyotr Bagration, Tier VIII:

  • Main battery reload time reduced from 12.5 to 11.0 s;

  • Main battery firing range increased from 18.0 to 18.5 km;

  • AA parameters were changed:

    • Number of explosions in a salvo increased from 6 to 8;

    • Damage from shell explosions increased from 1330 to 1400.

  • "Repair Party" consumable was added.

French destroyer Marceau, Tier X:

  • Torpedo tubes reload time reduced from 150 to 142 s;

  • Third turret no longer rotates 360 degrees.

German cruiser Ägir, Tier IX:

  • Secondary battery reload time increased from 3.1 to 3.6 s.

 

Quote

Please note that all information in the development blog is preliminary and subject to change during testing. Showcased features may or may not end up on the main server. Any final information will be published on our game's website.

German destroyer Z-35, Tier VIII.

At the moment, the concept of Z-35 involves the following features:

  • 128 mm guns with good rate of fire. HE-shells have low maximum damage, but a high penetration capacity of 32mm, and AP shells have high maximum damage;

  • Low torpedo range;

  • Good amount of Hit Points;

  • No "Engine Boost" consumable;

  • "Smoke Genrator" consumable similar to British destroyers, with a high number of charges and fast reload. 

In terms of gameplay, Z-35 –like other German destroyers– is versatile. Because of the availablilty of "Hydroacoustic Search", a fast "Smoke Generator" reload, good main caliber guns, and a large Hit Point pool, the destroyer is capable of fighting for key areas as well as battling almost any opponent. However, lacking the "Engine Boost" consumable makes it hard for her to immediately change position in case of danger.

Z-35 is now a Tier VIII ship. 

The concept of German aircraft carriers implies AP rockets and bombs, slow torpedoes with high damage, and planes with high speed and relatively low HP pools.

Detailed characteristics:

German destroyer Z-35, Tier VIII:

Hit points – 19,100. Plating - 19 mm.

Main battery - 5x1 128 mm. Firing range - 12.1 km.
Maximum HE shell damage – 1,500. Chance to cause fire – 6%. HE initial velocity - 830 m/s.
Maximum AP shell damage - 3,000. AP initial velocity - 830 m/s.
Reload time - 3.4 s. 180 degree turn time - 22.5 s. Maximum dispersion - 106 m. Sigma – 2.00.

Torpedo tubes - 2x4 533 mm. Maximum damage - 13,700. 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: 1x1 20.0 mm, 5x2 37.0 mm, 2x4 20.0 mm.
AA defense short-range: continuous damage per second - 42, hit probability - 95%, action zone 0.1-2.0 km;
AA defense mid-range: continuous damage per second - 123, hit probability - 100%, action zone 0.1-3.5 km;

Maximum speed - 36.5 kt. Turning circle radius - 670 m. Rudder shift time – 4.4 s. Surface detectability – 7.9 km. Air detectability – 3.7 km. Detectability after firing main guns in smoke – 3.0 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Smoke Generator (action time 10 s; duration time 40 s; reload time 70 s; charges 6).
3 slot - Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3)

German aircraft carrier Rhein, Tier IV: 

Hit points – 32,300. Plating - 16 mm.

Secondary Armament:
2x2 105.0 mm, range - 4.5 km.
Maximum HE shell damage – 1,200. Chance to cause fire – 5%.

Maximum speed - 26.0 kt. Turning circle radius - 760 m. Rudder shift time – 8.6 s. Surface detectability – 9.5 km. Air detectability – 7.5 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Fighter

Aircraft:

Attack aircraft

Hit points - 1,050, cruising speed - 114.0 knots, size of attacking flight - 3, aircraft per squadron - 6, aircraft restoration time - 44 s, detectability range - 10 km, number of aircraft on deck - 9.
Rockets in payload - 1, rocket type - AP, maximum rocket damage - 1,600.

Torpedo bombers

Hit points - 1300, cruising speed - 111.0 knots, size of attacking flight - 2, aircraft per squadron - 8, aircraft restoration time - 59 s, detectability range - 10 km, number of aircraft on deck - 9.
Torpedoes in payload - 1, maximum torpedo damage - 5,800, aerial speed - 25.0 knots, torpedo range - 6 km, torpedo arming distance 504 m.

Dive bombers

Hit points - 1,060, cruising speed - 96.0 knots, size of attacking flight - 2, aircraft per squadron - 6, aircraft restoration time - 55 s, detectability range - 10 km, number of aircraft on deck - 9.
Bombs in payload - 1, bomb type - AP, maximum bomb damage - 3,000.

German aircraft carrier Weser, Tier VI: 

Hit points – 41,000. Plating - 19 mm.

Secondary Armament:
5x2 105.0 mm, range - 5.0 km.
Maximum HE shell damage – 1,200. Chance to cause fire – 5%. 

Maximum speed - 32.0 kt. Turning circle radius - 930 m. Rudder shift time – 10.6 s. Surface detectability – 12.1 km. Air detectability – 9.5 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Fighter 

Aircraft:

Attack aircraft

Hit points - 1,160, cruising speed - 150.0 knots, size of attacking flight - 2, aircraft per squadron - 8, aircraft restoration time - 58 s, detectability range - 10 km, number of aircraft on deck - 12.
Rockets in payload - 4, rocket type - AP, maximum rocket damage - 1,600.

Torpedo bombers

Hit points - 1,440, cruising speed - 123.0 knots, size of attacking flight - 2, aircraft per squadron - 8, aircraft restoration time - 73 s, detectability range - 10 km, number of aircraft on deck - 12.
Torpedoes in payload - 1, maximum torpedo damage - 6,600, aerial speed - 25.0 knots, torpedo range - 6 km, torpedo arming distance 504 m.

Dive bombers

Hit points - 1,170, cruising speed - 140.0 knots, size of attacking flight - 2, aircraft per squadron - 8, aircraft restoration time - 68 s, detectability range - 10 km, number of aircraft on deck - 12.
Bombs in payload - 1, bomb type - AP, maximum bomb damage - 5,200.

German aircraft carrier Parseval, Tier VIII: 

Hit points – 51,400. Plating - 19 mm.

Secondary Armament:
6x2 105.0 mm, range - 7.0 km.
Maximum HE shell damage – 1,200. Chance to cause fire – 5%. 

Maximum speed - 31.8 kt. Turning circle radius - 1,140 m. Rudder shift time – 13.0 s. Surface detectability – 13.5 km. Air detectability – 11.2 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Fighter

Aircraft:

Attack aircraft

Hitpoints - 1,270, cruising speed - 162.0 knots, size of attacking flight - 3, aircraft per squadron - 9, aircraft restoration time - 66 s, detectability range - 10 km, number of aircraft on deck - 14.
Rockets in payload - 4, rocket type - AP, maximum rocket damage - 2,150.

Torpedo bombers

Hit points - 1,570, cruising speed - 149.0 knots, size of attacking flight - 3, aircraft per squadron - 9, aircraft restoration time - 80 s, detectability range - 10 km, number of aircraft on deck - 14.
Torpedoes in payload - 1, maximum torpedo damage - 6,600, aerial speed - 25.0 knots, torpedo range - 6 km, torpedo arming distance 604 m.

Dive bombers

Hit points - 1,280, cruising speed - 149.0 knots, size of attacking flight - 3, aircraft per squadron - 9, aircraft restoration time - 76 s, detectability range - 10 km, number of aircraft on deck - 14.
Bombs in payload - 1, bomb type - AP, maximum bomb damage - 6,100.

German aircraft carrier Manfred Richthofen, Tier X: 

Hit points – 65,300. Plating - 19 mm.

Secondary Armament:
12x2 105.0 mm, range - 7.2 km.
Maximum HE shell damage – 1,200. Chance to cause fire – 5%. 

Maximum speed - 32.0 kt. Turning circle radius - 1,200 m. Rudder shift time – 16.4 s. Surface detectability – 14.0 km. Air detectability – 14.2 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Fighter

Aircraft:

Attack aircraft

Hit points - 1,380, cruising speed - 172.0 knots, size of attacking flight - 3, aircraft per squadron - 9, aircraft restoration time - 82 s, detectability range - 10 km, number of aircraft on deck - 14.
Rockets in playload - 2, Rocket type - AP,  maximum rocket damage - 5,000.

Torpedo bombers

Hit points - 1,710, cruising speed - 174.0 knots, size of attacking flight - 3, aircraft per squadron - 9, aircraft restoration time - 99 s, detectability range - 10 km, number of aircraft on deck - 14.
Torpedoes in payload - 1, maximum torpedo damage - 8,200, aerial speed - 25.0 knots, torpedo range - 6 km, torpedo arming distance 738 m.

Dive bombers

Hit points - 1,390, cruising speed - 174.0 knots, size of attacking flight - 3, aircraft per squadron - 12, aircraft restoration time - 76 s, detectability range - 10 km, number of aircraft on deck - 18.
Bombs in payload - 1, bomb type - AP, maximum bomb damage - 7,100.

 

Edited by Paladinum

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All the more reason to not buy

6748819375.png

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16 minutes ago, Paladinum said:

Japanese battleship Shikishima, Tier X:

  • Main battery reload time reduced from 35 to 27 s;

I think they went overboard with that buff. Seriously? 8 effing seconds? 30 s would have made sense because less barrel per turret, but the shells are bigger.

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22 minutes ago, Paladinum said:

Japanese battleship Shikishima, Tier X:

  • Main battery reload time reduced from 35 to 27 s;

wut.... WUT??

How 510mm reload more faster compare to 460mm nyaa???

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25 minutes ago, Sir_Feather said:

I think they went overboard with that buff. Seriously? 8 effing seconds? 30 s would have made sense because less barrel per turret, but the shells are bigger.

It needed it.

Enough said.

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17 minutes ago, AKASHI_0021 said:

How 510mm reload more faster compare to 460mm nyaa???

How about Georgia, Ohio, and Thunderer?

I'll take it just as a normal balance for BBs with fewer guns (6 or 8). After all, the maximum AP shell damage is no longer 19400. 

I guess 17000 is an acceptable figure? Not great; Not terrible. 

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21 minutes ago, AKASHI_0021 said:

wut.... WUT??

How 510mm reload more faster compare to 460mm nyaa???

laugh in republique 432mm

 

_____________________________________________--

but surely, why the hell shell that big loaded only 27 sec? combined with reload upgrade and adrenaline rush.... it can reach around 24 sec? with kraken.... how fast it can be

the fact that it have massive shell damage, its easier to KILL STEAL compared to yamato

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Great, every goddam bloke under the sun now talks about the ship of the broken promise that should never even be considered. Not even a single one of them even mentions anything about the Bias cruisers (which is the majority of the Dev Blog). Or the Marceau. The Agir is sh*t anyway so even I can't care.

Just their freaking tr*shy bloody weeb ship. Because it's all that freaking matters, right?

 

Edited by Paladinum
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44 minutes ago, LtDan_IceCream said:

It needed it.

Enough said.

This thing can still overmatch the 32 mm bow. Neither Ohio, nor Thunderer, nor Kremlin can do that. With MBM3, the reload drops to 23.76 s, and that's almost 3 second faster than Yamato with MBM3. And because this ship would most likely be owned only by the unicum-level players, Yamamoto's second talent would drop the reload time further to 15.6 s. And that still does not include Adrenaline Rush into account.

45 minutes ago, Paladinum said:

Great, every goddam bloke under the sun now talks about the ship of the broken promise that should never even be considered. Not even a single one of them even mentions anything about the Bias cruisers (which is the majority of the Dev Blog). Or the Marceau. The Agir is sh*t anyway so even I can't care.

In my defense, seeing such a big-gunned BB with that ridiculous level of RoF is a very concerning issue. Yeah only 6 guns which may not be even accurate. But Georgia does well with only 6 of them. While Musashi is notoriously inaccurate, she still strikes fear with her gigantic shells (especially after Yuro's spawnpeek strat became a thing).

Bias cruisers are ugly AF, and not relatable enough.

Marceau is... French. The only one that reminds me about the ship's existence is the fact that it is related to my favorite Bond villain.

Aegir is not even what I expected to be the "Super Shiny Horse". My idea is far better.

 

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1 hour ago, Paladinum said:

Great, every goddam bloke under the sun now talks about the ship of the broken promise that should never even be considered. Not even a single one of them even mentions anything about the Bias cruisers (which is the majority of the Dev Blog). Or the Marceau. The Agir is sh*t anyway so even I can't care.

Just their freaking tr*shy bloody weeb ship. Because it's all that freaking matters, right?

 

61925ab208.png

Like it even matter anymore 🤣

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What to even say.

List of things being changed.

German thing nerfed.

 

 

schultz_small.jpg

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Flamuu's statement in the Reddit post:

Quote

Ah f***, I knew it would happen but I'm still disappointed.

Nerfing Ägir secondaries is rather baffling though, considering how incredibly situational they are. You need to be within 11.5km of an enemy ship and somehow not melt in a huge cruiser with 27mm bow and 30mm deck armor, while your main guns are more usable as a fireworks deployment pipe than actual firepower.

In comparison the other T9 premiums are effective at almost all ranges, Ägir is a joke at range, a meme at mid range and only effective at close range, even then it requires not being blapped by any number of threats that can farm you. It was hard to play and easy to counter, just like most secondary builds, but this one was on a squishy platform as well. Any ship getting your broadside does massive damage to you. Your nose can be overmatched and easily citadeled through. Handling is poor. Firing angles are trash. Main guns are a joke.

I guess I made a mistake in enjoying the ship, knew this would happen.

 

Edited by Paladinum

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20 minutes ago, Paladinum said:

Flamuu's statement in the Reddit post:

 

If this is WG's way of balancing a ship, I have no hope for WG.
Use unicrum data to nerf a ship and use potato data to buff a ship. :fish_palm:

Or is this WG's way of playing revenge against their CC's. A very childish display of revenge politics.

 

Since WG is still living in the glorious days of the Soviet era, they also have gulag's on that era too, right?
SEND THEM TO GULAG! :Smile_izmena:

Edited by S0und_Theif
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1 hour ago, S0und_Theif said:

Use unicrum data to nerf a ship and use potato data to buff a ship. :fish_palm:

That's the risk and problem of reading players complains. WG doesn't have any idea whether they are listening to some unicums or some noobs. The thing is, they listen and then adjust the stats. If some part of the playerbase disagree, they have to adjust it again. For a hasty developer, i think spreadsheet suits them more. No need to consider this and that. 

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22 minutes ago, mr_glitchy_R said:

That's the risk and problem of reading players complains. WG doesn't have any idea whether they are listening to some unicums or some noobs. The thing is, they listen and then adjust the stats. If some part of the playerbase disagree, they have to adjust it again. For a hasty developer, i think spreadsheet suits them more. No need to consider this and that. 

Though sometimes the spreadsheet data may have inaccuracies, good point.

But don't you think it's too much nerf for Agir? Or is there something WG is not telling us?

Edited by S0und_Theif

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27 minutes ago, S0und_Theif said:

Though sometimes the spreadsheet data may have inaccuracies, good point.

But don't you think it's too much nerf for Agir? Or is there something WG is not telling us?

I'm not quite sure about the nerf on Odin and Agir. Flamu played her and he can show some good performance with Agir's secondaries. The same goes with flambass and his Odin. But they are CCs and unicums. A noob, mediocre, and semi unicum would have a different opinions. 

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the way WG adjust balance by 0.xx value is the proof that they only read spread sheet and spread sheet alone and ignore every single player comment and feeling about thing

how many player will notice those adjustment? less then 1% I presume 

they only see list & line of number present in spread sheet, do some math and adjust value by 0.xx thingy

 

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Even after this "nerf," Agir still has arguably the most powerful secondary battery in the entire game. Raw DPM will be reduced to match that of FdG (and GK is only about 10% higher) but Agir still has the special accuracy Graf Zeppelin uses. Also note that most of FdG's guns are unable to penetrate 32mm plate without IFHE. Agir has 32mm pen built-in.

So the secondaries will still be monstrous. But... how important is that on a Cruiser hull anyway?

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On 4/4/2020 at 8:27 PM, Unraveler said:

Even after this "nerf," Agir still has arguably the most powerful secondary battery in the entire game. Raw DPM will be reduced to match that of FdG (and GK is only about 10% higher) but Agir still has the special accuracy Graf Zeppelin uses. Also note that most of FdG's guns are unable to penetrate 32mm plate without IFHE. Agir has 32mm pen built-in.

So the secondaries will still be monstrous. But... how important is that on a Cruiser hull anyway?

Trying to shoehorn a player into a certain playstyle by bringing down other things and giving nothing good in return is a horrible way to handle this.

Where're the buffs to support that so-called powerful secondary? Better Heal? Better armor to tank damage? Less flammability? Higher speed?

 

Secondary build in the game is the worst build to play, because if players can't get the ships into secondary range, they can't do anything beside spraying their main guns and praying for hits. Everyone else will just shoot and burn those German ships with slow speed, no agility and huge detection range while staying far away.

When you can get in, it will pay off. But the question is "can you get in (then survive long enough for your secondary to do meaningful damage)?".

Edited by Paladinum
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Yeah, I agree. The secondaries got their DPM reduced by 15% but really, who cares? You rarely want to be in secondary range in a Cruiser or you'll quickly be dead - even the tankiest Battleships have a hard time surviving those sorts of engagements. Adjusting the secondaries on Agir simply isn't going to affect her performance as it's nothing more than an amusing novelty.

She needs to have useful main guns to be worthwhile. Fancy secondaries or super torpedoes alone aren't enough at Tier IX.

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They revealed the ship as T9 but now they revealed it to be T8. Wtf. Jebaited. Also the torpedo range is so trashy lmao.

https://www.reddit.com/r/WorldOfWarships/comments/fwhv2m/st_z35_german_aircraft_carriers/

Quote

German destroyer Z-35, Tier VIII:

Hit points – 19,100. Plating - 19 mm.

Main battery - 5x1 128 mm. Firing range - 12.1 km.
Maximum HE shell damage – 1,500. Chance to cause fire – 6%. HE initial velocity - 830 m/s.
Maximum AP shell damage - 3,000. AP initial velocity - 830 m/s.
Reload time - 3.4 s. 180 degree turn time - 22.5 s. Maximum dispersion - 106 m. Sigma – 2.00.

Torpedo tubes - 2x4 533 mm. Maximum damage - 13,700. 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: 1x1 20.0 mm, 5x2 37.0 mm, 2x4 20.0 mm.
AA defense short-range: continuous damage per second - 42, hit probability - 95%, action zone 0.1-2.0 km;
AA defense mid-range: continuous damage per second - 123, hit probability - 100%, action zone 0.1-3.5 km;

Maximum speed - 36.5 kt. Turning circle radius - 670 m. Rudder shift time – 4.4 s. Surface detectability – 7.9 km. Air detectability – 3.7 km. Detectability after firing main guns in smoke – 3.0 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Smoke Generator (action time 10 s; duration time 40 s; reload time 70 s; charges 6).
3 slot - Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3)

 

Edited by Paladinum

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seriously? is that German CV cruising speed or max speed with engine boost?

 

GRAF ZEPPELIN HAVE 220 Knot PLANE

the tech tree???? 150 knot? is that fast? even the speed of normal is 180knot!

 

 

also WHAT THE HECK IS Z-35? event Z-39 IS OBVIOUSLY BETTER

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3 minutes ago, Skarhabek said:

also WHAT THE HECK IS Z-35? event Z-39 IS OBVIOUSLY BETTER

I have to disagree. Nimi is better. 150 mm guns muh citadel Chapa muh 

Though she (tbh, every german destroyer girls) are in need of buff.

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2 minutes ago, Earl_of_Arland said:

Nimi is better.

What's "Nimi"?

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