ST, French destroyers
In addition to the announcement of a new line of ships, we would also like to share with you the concept and features behind the gameplay of French destroyers.
First of all, the French are artillery destroyers with Engine Boost, giving + 20% to the speed and Main Battery Reload consumable, accelerating the reload of the main caliber guns by 50%. When fighting in them, it is necessary to properly use the advantage in speed and the ability over a short period of time to significantly increase firepower. They have good armor-piercing shells, which at high tiers can cause damage directly to the citadel of light cruisers from a distance of 8–10 km and heavy cruisers from a distance of 6–7 km. An inconsiderate cruiser, presenting broadside, can become an easy target!
A nice addition will be torpedoes with an average range of 8 km, but an impressive speed of 75 knots.
The main difference — the lack of the seemingly standard and basic consumable for destroyers — Smoke Generator. But, given the fact that the destroyer at tier X can achieve speeds of up to 55 knots, this deficiency can be partly compensated for with skillful maneuvering and speed changes. In addition, the hit points of the French destroyers are allocated in the same manner as the test destroyer L’effronté (Le Terrible). This system allows destroyers to live longer under intense enemy fire.
To sum up, we can say that this new concept of destroyers is more suited to those who prefer speed and an artillery heavy style of play, and for the successful implementation of all their strengths, commanders will need to develop two skills — competent positioning and a “Hit and Run” style of combat.
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. AA parameters are not shown because they are being balanced.
Enseigne Gabolde, tier II
Hit points — 7600. Plating — 6 mm.
Main battery — 3×1 100 mm. Firing range — 9.8 km.
Maximum HE shell damage — 1450. Chance to cause fire — 4%. Maximum AP shell damage — 1600.
Reload time — 6.0 s. 180 degree turn time — 9.0 s. Maximum dispersion — 88 м. HE initial velocity — 740 m/s. AP initial velocity — 740 m/s. Sigma — 2.00.
Torpedo tubes — 2×2 550 mm. Maximum damage — 12233. Range — 6.0 km. Speed — 57 kt. Reload time — 56 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.2 km.
Maximum speed — 31 kt. Turning circle radius — 450 m. Rudder shift time — 2.0 s. Surface detectability — 5.9 km. Air detectability — 2.1 km. Detectability after firing main guns in smoke — 1.8 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s (40 s).
- 2 slot — Engine Boost
- Duration time 120 s; Maximum speed +20%; Reload time 180 s (120 s); Charges 2 (3).
Fusilier, tier III
Hit points — 10900. Plating — 6 mm.
Main battery — 4×1 100 mm. Firing range — 9.5 km.
Maximum HE shell damage — 1450. Chance to cause fire — 4%. Maximum AP shell damage — 1600.
Reload time — 6.0 s. 180 degree turn time — 9.0 s. Maximum dispersion — 86 м. HE initial velocity — 740 m/s. AP initial velocity — 740 m/s. Sigma — 2.00.
Torpedo tubes — 2×3 550 mm. Maximum damage — 12233. Range — 6.0 km. Speed — 57 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.2 km.
Maximum speed — 34 kt. Turning circle radius — 530 m. Rudder shift time — 2.9 s. Surface detectability — 6.7 km. Air detectability — 2.5 km. Detectability after firing main guns in smoke — 2.0 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s (40 s)
- 2 slot — Engine Boost
- Duration time 120 s; Maximum speed +20%; Reload time 180 s (120 s); Charges 2 (3).
Bourrasque, tier IV
Hit points — 11700. Plating — 10 mm
Main battery — 4×1 130 mm. Firing range — 11.8 km.
Maximum HE shell damage — 1900. Chance to cause fire — 9%. Maximum AP shell damage — 2300.
Reload time — 6.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 104 м. HE initial velocity — 725 m/s. AP initial velocity — 725 m/s. Sigma — 2.00.
Torpedo tubes — 2×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km.
Maximum speed — 33 kt. Turning circle radius — 560 m. Rudder shift time — 3.0 s. Surface detectability — 6.8 km. Air detectability — 2.7 km. Detectability after firing main guns in smoke — 2.6 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s (40 s).
- 2 slot — Engine Boost
- Duration time 120 s; Maximum speed +20%; Reload time 180 s (120 s); Charges 2 (3).
Jaguar, tier V
Hit points — 16600. Plating — 10 mm.
Main battery — 5×1 130 mm. Firing range — 12.1 km.
Maximum HE shell damage — 1900. Chance to cause fire — 9%. Maximum AP shell damage — 2300.
Reload time — 6.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 106 м. HE initial velocity — 725 m/s. AP initial velocity — 725 m/s. Sigma — 2.00.
Torpedo tubes — 2×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km.
Maximum speed — 36 kt. Turning circle radius — 660 m. Rudder shift time — 4.0 s. Surface detectability — 7.2 km. Air detectability — 3.4 km. Detectability after firing main guns in smoke — 2.7 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s (40 s).
- 2 slot — Engine Boost
- Duration time 120 s; Maximum speed +20%; Reload time 180 s (120 s); Charges 2 (3).
Guepard, tier VI
Hit points — 17200. Plating — 16 mm.
Main battery — 5×1 139 mm. Firing range — 13.0 km.
Maximum HE shell damage — 1400. Chance to cause fire — 9%. Maximum AP shell damage — 2600.
Reload time — 4.8 s. 180 degree turn time — 27.7 s. Maximum dispersion — 113 м. HE initial velocity — 700 m/s. AP initial velocity — 700 m/s. Sigma — 2.00.
Torpedo tubes — 2×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km.
Maximum speed — 36 kt. Turning circle radius — 680 m. Rudder shift time — 4.1 s. Surface detectability — 7.7 km. Air detectability — 3.6 km. Detectability after firing main guns in smoke — 3.1 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s (40 s).
- 2 slot — Main Battery Reload Booster
- Duration time 15 s; Main battery recharge time -50%; Reload time 150 s (100 s); Charges 3 (4).
- 3 slot — Engine Boost
- Duration time 180 s; Maximum speed +20%; Reload time 120 s (90 s); Charges 2 (3).
Vauquelin, tier VII
Hit points — 16900. Plating — 16 mm.
Main battery — 5×1 139 mm. Firing range — 13.0 km.
Maximum HE shell damage — 1400. Chance to cause fire — 9%. Maximum AP shell damage — 2600.
Reload time — 4.8 s. 180 degree turn time — 27.7 s. Maximum dispersion — 113 м. HE initial velocity — 700 m/s. AP initial velocity — 700 m/s. Sigma — 2.00.
Torpedo tubes — 3×3 550 mm. Maximum damage — 18400. Range — 8.0 km. Speed — 57 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.2 km.
Maximum speed — 36 kt. Turning circle radius — 670 m. Rudder shift time — 4.0 s. Surface detectability — 7.6 km. Air detectability — 4.4 km. Detectability after firing main guns in smoke — 3.0 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s (40 s).
- 2 slot — Main Battery Reload Booster
- Duration time 15 s; Main battery recharge time -50%; Reload time 150 s (100 s); Charges 3 (4).
- 3 slot — Engine Boost
- Duration time 180 s; Maximum speed +20%; Reload time 120 s (90 s); Charges 2 (3).
Le Fantasque, tier VIII
Hit points — 18500. Plating — 19 mm.
Main battery — 5×1 139 mm. Firing range — 12.8 km.
Maximum HE shell damage — 2000. Chance to cause fire — 10%. Maximum AP shell damage — 2700. Reload time — 5.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 111 м.
HE initial velocity — 840 m/s. AP initial velocity — 840 m/s. Sigma — 2.00.
Torpedo tubes — 3×3 550 mm. Maximum damage — 18400. Range — 8.0 km. Speed — 75 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.4 km.
Maximum speed — 43 kt. Turning circle radius — 690 m. Rudder shift time — 4.3 s. Surface detectability — 8.2 km. Air detectability — 4.1 km. Detectability after firing main guns in smoke — 3.3 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s (40 s).
- 2 slot — Main Battery Reload Booster
- Duration time 15 s; Main battery recharge time -50%; Reload time 150 s (100 s); Charges 3 (4).
- 3 slot — Engine Boost
- Duration time 180 s; Maximum speed +20%; Reload time 120 s (90 s); Charges 2 (3).
Mogador, tier IX
Hit points — 20200. Plating — 19 mm.
Main battery — 4×2 139 mm. Firing range — 13.0 km.
Maximum HE shell damage — 2000. Chance to cause fire — 10%. Maximum AP shell damage — 2700. Reload time — 7.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 113 м.
HE initial velocity — 840 m/s. AP initial velocity — 840 m/s. Sigma — 2.00.
Torpedo tubes — 4×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 60 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km.
Maximum speed — 44 kt. Turning circle radius — 730 m. Rudder shift time — 4.7 s. Surface detectability — 8.1 km. Air detectability — 3.9 km. Detectability after firing main guns in smoke — 3.3 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s (40 s).
- 2 slot — Main Battery Reload Booster
- Duration time 15 s; Main battery recharge time -50%; Reload time 150 s (100 s); Charges 3 (4).
- 3 slot — Engine Boost
- Duration time 180 s; Maximum speed +20%; Reload time 120 s (180 s); Charges 2 (3).
Kleber, tier X
Hit points — 21900. Plating — 19 mm.
Main battery — 4×2 139 mm. Firing range — 13.6 km.
Maximum HE shell damage — 2000. Chance to cause fire — 10%. Maximum AP shell damage — 2700. Reload time — 7.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 117 м.
HE initial velocity — 840 m/s. AP initial velocity — 840 m/s. Sigma — 2.00.
Torpedo tubes — 4×3 550 mm. Maximum damage — 18400. Range — 8.0 km. Speed — 75 kt. Reload time — 77 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.4 km.
AA sector reinforcement — 50 %, sector reinforcement time — 5 s, sector reinforcement shift time — 5 s.
Maximum speed — 44 kt. Turning circle radius — 740 m. Rudder shift time — 4.8 s. Surface detectability — 8.0 km. Air detectability — 4.3 km. Detectability after firing main guns in smoke — 3.2 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s (40 s).
- 2 slot — Main Battery Reload Booster
- Duration time 15 s; Main battery recharge time -50%; Reload time 150 s (100 s); Charges 3 (4).
- 3 slot — Engine Boost
- Duration time 180 s; Maximum speed +20%; Reload time 120 s (90 s); Charges 2 (3).
https://cdn-images-1.medium.com/max/1750/1*Rj2s8e5JjUq84N6sgZH88Q.jpeg
ST, icebergs
In the near future there will be test sessions with the first destructible game objects on the map: icebergs. A large block of ice will block the way between the islands or serve as temporary cover in the open water inside a key area.
Icebergs won’t have a HP bar, but their condition may be estimated by their appearance. After extensive shooting, the iceberg will collapse and go under the water, offering new tactical possibilities. You can use main guns or torpedoes to destroy icebergs.
Collision behavior will be the same as for ordinary islands.
ST, new camouflages, UI improvements, new Yamato model
We continue to add new camos for Copper and Molybdenum to the Armory. In 0.8.3 update battleship Bourgogne will get the “Rhino” camouflage available for Copper with the following bonuses:
- -3% to detectability range.
- +4% to maximum dispersion of shells fired by the enemy at your ship.
- -50% ship’s post-battle service
- +20% Credits per battle
- +100% Experience per battle
Contest-winning camouflages for Leningrad and Minsk destroyers are added:
- -3% to detectability range.
- +4% to maximum dispersion of shells fired by the enemy at your ship.
- -50% ship’s post-battle service
- +50% Experience per battle
Rank symbols are updated. Now the Ranked Season symbols are golden and those for Ranked Sprint are silver.
Also now players will keep their Rank symbol for the season even in the case of a new Ranked Sprint, but only if he won’t participate in the new Sprint.
Model of Yamato — one of the oldest ship models in game — gets an update. Thanks to the conducted research, the model will get more details and get closer to the correct historical appearance and how Yamato looked when she went into her last battle.
Due to this, the battleship has its AA parameters changed. More information will be provided after testing has been conducted.
ST, friendly competition Victory
In update 0.8.3, a competition dedicated to the release of Soviet battleships starts. Its structure is similar to the past GO NAVY event, but there are some improvements.
- Teams will compete with each other by getting points for various successes in battles. Results are summarized at the end of the day.
- The team with the most points gets a reward, but this also comes with a new difficulty level.
- The effort needed to get prizes will increase, but the rewards will also get better.
- The opposing team that comes second will get bonus points, received on the next day of the competition.
The difficulty level for the winning team will be reset after the other team wins. The same is true for the bonus points received. This system will help to balance the teams.
Players will get additional points for completing personal combat missions during the competition.
Also players can get special tokens which can be exchanged in the Armory for different in-game items and special containers with the chance to get and early access for Soviet tier V – VIII battleships.
Special permanent camouflages for researchable Soviet ships Vladivostok, Chapaev, Kiev, Ognevoi and premium battleship Lenin will be available in the Armory as well as the consumable camouflage “Victory”.
Black sea port is updated for the new event and new patches and memorable flags are added.
ST. New ships
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.
Soviet battleship Slava, tier X
Slava will take her place next to the Kremlin and will be the second researchable tier ten in the line of Soviet battleships. The reason why we did not install her guns as an alternative module on the Kremlin and decided to introduce a new battleship are due to the following factors: gun calibres of 457 mm vs 406 mm have a large difference in gameplay and armor penetration. This is especially noticeable when interacting with cruisers and directly affects their behavior in battle.
The second ship will offer an alternative gameplay that will be different from the “main” tier X and will help to avoid confusion in determining the caliber of the guns. The initial concept that we want to test on the battleship Slava at the moment is a ranged sniper with good armor, but with less damage per minute and fewer hit points than her sister. In the future, we plan to make similar separation for other ships with similar differences in the game.
Hit points — 91800. Plating — 32 mm. The armour scheme is identical to the battleship Kremlin.
Main battery — 3×3 406 mm. Firing range — 22.7 km.
Maximum HE shell damage — 5800. Chance to cause fire — 40%. Maximum AP shell damage — 13450. Reload time — 30.0 s. 180 degree turn time — 30.0 s. Maximum dispersion — 267 м. HE initial velocity — 870 m/s. AP initial velocity — 870 m/s. Sigma — 1.9.
Secondary Armament:
8×2 130.0 mm, range — 6.0 km. Maximum HE shell damage — 1800. Chance to cause fire — 8%. HE initial velocity — 950 m/s
AA parameters are not shown because they are being balanced.
Maximum speed — 30 kt. Turning circle radius — 1090 m. Rudder shift time — 16.3 s. Surface detectability — 16.7 km. Air detectability — 13.7 km. Detectability after firing main guns in smoke — 16.2 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 20 s; Reload time 60 s (40 s); Charges 3 (4).
- 2 slot — Repair Party
- Duration time 28 s; HP per second 459.0; Reload time 120 s (80 s); Charges 2 (3);
American destroyer Benham, tier IX
Hit points — 14500. Plating — 19 mm.
Main battery — 4×1 127 mm. Firing range — 12.6 km.
Maximum HE shell damage — 1800. Chance to cause fire — 5%. Maximum AP shell damage — 2100. Reload time — 3.3 s. 180 degree turn time — 6.0 s. Maximum dispersion — 110 м. HE initial velocity — 792 m/s. AP initial velocity — 792 m/s. Sigma — 2.00.
Torpedo tubes — 4×4 533 mm. Maximum damage — 16633. Range — 9.2 km. Speed — 55 kt. Reload time — 98 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.1 km.
AA defense short-range: continuous damage per second — 65, hit probability — 93%, action zone 0.1–0.9 km;
AA defense long-range: number of explosions in a salvo — 2, damage within an explosion — 1470, continuous damage per second — 67, hit probability — 97%, action zone 0.9–5.8 km;
AA sector reinforcement — 50 %, sector reinforcement time — 5 s, sector reinforcement shift time — 5 s.
Maximum speed — 36 kt. Turning circle radius — 560 m. Rudder shift time — 3.4 s. Surface detectability — 7.6 km. Air detectability — 2.9 km. Detectability after firing main guns in smoke — 2.8 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s (40 s).
- 2 slot — Smoke Generator
- Duration time 30 s; Duration time 127 s; Reload time 240 s (160 s); Charges 2 (3); Radius 450.0 m.
- 3 slot — Engine Boost
- Duration time 120 s; Maximum speed +8%; Reload time 180 s (120 s); Charges 2 (3).
- 3 slot — Defensive AA fire
- Duration time 30 s; Average AA damage +200%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 200%; Reload time 120 s (80 s); Charges 3 (4).
Japanese cruiser Yoshino, tier X
Hit points — 61800. Plating — 25 mm, central part — 30 mm.
Main battery — 3×3 310 mm. Firing range — 21.3 km.
Maximum HE shell damage — 5100. Chance to cause fire — 27%. Maximum AP shell damage — 8650. Reload time — 20.0 s. 180 degree turn time — 36.0 s. Maximum dispersion — 217 м.
HE initial velocity — 836 m/s. AP initial velocity — 836 m/s. Sigma — 2.05.
Torpedo tubes — 4×4 610 mm. Maximum damage — 23767. Range — 12.0 km. Speed — 67 kt. Reload time — 120 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.7 km.
Secondary Armament:
8×2 100.0 mm, range — 6.0 km. Maximum HE shell damage — 1700. Chance to cause fire — 6%. HE initial velocity — 1000 m/s
AA defense short-range: continuous damage per second — 583, hit probability — 85%, action zone 0.1–1.9 km;
AA defense mid-range: number of explosions in a salvo — 7, damage within an explosion — 980, continuous damage per second — 280, hit probability — 90%, action zone 1.9–3.5 km;
AA defense long-range: number of explosions in a salvo — 8, damage within an explosion — 1540, continuous damage per second — 261, hit probability — 90%, action zone 3.5–5.8 km;
AA sector reinforcement — 25%, sector reinforcement time — 10 s, sector reinforcement shift time — 10 s.
Maximum speed — 34 kt. Turning circle radius — 920 m. Rudder shift time — 15.0 s. Surface detectability — 15.1 km. Air detectability — 10.7 km. Detectability after firing main guns in smoke — 11.7 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 90 s (60 s).
- 2 slot — Hydroacoustic Search
- Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 180 s (120 s); Charges 2 (3).
- 2 slot — Defensive AA fire
- Duration time 40 s; Average AA damage +100%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 100%; Reload time 120 s (80 s); Charges 2 (3).
- 3 slot — Spotting Aircraft
- Duration time 100 s; Main battery firing range +20.0%; Reload time 360 s (240 s); Charges 3 (4).
- 4 slot — Repair Party
- Duration time 28 s; HP per second 309.0; Reload time 120 s (80 s); Charges 2 (3).
Japanese destroyer Yudachi, tier VII
Hit points — 13200. Plating — 16 mm. Main battery — 1×1 and 2×2 127 mm. Firing range — 11.8 km.
Maximum HE shell damage — 2150. Chance to cause fire — 9%. Maximum AP shell damage — 2200. Reload time — 9.0 s. 180 degree turn time — 30.0 s. Maximum dispersion — 104 м. HE initial velocity — 915 m/s. AP initial velocity — 915 m/s. Sigma — 2.00.
Torpedo tubes — 2×4 610 mm. Maximum damage — 17233. Range — 15.0 km. Speed — 57 kt. Reload time — 101 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 2.5 km.
AA defense mid-range: number of explosions in a salvo — 1, damage within an explosion — 560, continuous damage per second — 27, hit probability — 93%, action zone 1–2 km;
AA sector reinforcement — 50 %, sector reinforcement time — 5 s, sector reinforcement shift time — 5 s.
Maximum speed — 34 kt. Turning circle radius — 570 m. Rudder shift time — 3.2 s. Surface detectability — 6.5 km. Air detectability — 2.8 km. Detectability after firing main guns in smoke — 2.4 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s (40 s);
- 2 slot — Smoke Generator
- Duration time 20 s; Duration time 85 s; Reload time 240 s (160 s); Charges 2 (3); Radius 450.0 m.
- 3 slot — Engine Boost
- Duration time 120 s; Maximum speed +8%; Reload time 180 s (120 s); Charges 2 (3).
French destroyer Siroco, tier V
Hit points — 11700. Plating — 10 mm.
Main battery — 4×1 130 mm. Firing range — 11.8 km.
Maximum HE shell damage — 1900. Chance to cause fire — 9%. Maximum AP shell damage — 2300. Reload time — 6.0 s. 180 degree turn time — 18.0 s. Maximum dispersion — 104 м. HE initial velocity — 725 m/s. AP initial velocity — 725 m/s. Sigma — 2.00.
Torpedo tubes — 2×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km.
AA defense short-range: continuous damage per second — 26, hit probability — 81%, action zone 0.1–0.9 km;
AA defense mid-range: number of explosions in a salvo — 1, damage within an explosion — 630, continuous damage per second — 1, hit probability — 85%, action zone 0.9–3 km;
AA sector reinforcement — 50 %, sector reinforcement time — 15 s, sector reinforcement shift time — 23 s.
Maximum speed — 33 kt. Turning circle radius — 550 m. Rudder shift time — 3.0 s. Surface detectability — 6.8 km. Air detectability — 3.4 km. Detectability after firing main guns in smoke — 2.6 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 60 s;
- 2 slot — Engine Boost
- Duration time 120 s; Maximum speed +20%; Reload time 180 s (120 s); Charges 3.
French cruiser Bayard, tier VIII
Hit points — 34700. Plating — 13 mm, central part — 25 mm.
Main battery — 4×3 152 mm. Firing range — 17.4 km.
Maximum HE shell damage — 2200. Chance to cause fire — 12%. Maximum AP shell damage — 3300. Reload time — 7.5 s. 180 degree turn time — 15.0 s. Maximum dispersion — 153 м.
HE initial velocity — 870 m/s. AP initial velocity — 870 m/s. Sigma — 2.00.
Torpedo tubes — 2×3 550 mm. Maximum damage — 14833. Range — 9.0 km. Speed — 60 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km.
Secondary Armament: 4×2 100.0 mm, range — 5.0 km. Maximum HE shell damage — 1400. Chance to cause fire — 5%. HE initial velocity — 855 m/s.
AA defense mid-range: number of explosions in a salvo — 7, damage within an explosion — 980, continuous damage per second — 446, hit probability — 85%, action zone 1–3.8 km;
AA defense long-range: number of explosions in a salvo — 4, damage within an explosion — 1190, continuous damage per second — 89, hit probability — 85%, action zone 3.8–5.8 km;
AA sector reinforcement — 25 %, sector reinforcement time — 10 s, sector reinforcement shift time — 10 s.
Maximum speed — 34 kt. Turning circle radius — 730 m. Rudder shift time — 9.3 s. Surface detectability — 12.2 km. Air detectability — 6.4 km. Detectability after firing main guns in smoke — 5.9 km.
Available consumables:
- 1 slot — Damage Control Party
- Duration time 5 s; Reload time 90 s (60 s);
- 2 slot — Hydroacoustic Search
- Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 180 s (120 s); Charges 2 (3).
- 2 slot — Defensive AA fire
- Duration time 40 s; Average AA damage +100%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 100%; Reload time 120 s (80s); Charges 2 (3).
- 3 slot — Engine Boost
- Duration time 180 s; Maximum speed +20%; Reload time 120 s (90 s); Charges 2 (3).
- 4 slot — Main Battery Reload Booster
- Duration time 15 s; Main battery recharge time -50%; Reload time 180 s (120 s); Charges 3 (4).
ST, changes for Yukikaze, Indomitable, Georgia
Japanese destroyer Yukikaze, tier VIII
Standard Engine Boost consumable is added, like that of Kagero
This destroyer couldn’t fully show it’s potential without Engine Boost. it will be easier to use it’s comparatively short-range torpedoes with this consumable.
British aircraft carrier Indomitable, tier VIII
- Number of charges for the “Patrol fighters” consumable is increased from 3 to 4 for all aircraft types;
- The starting number of planes is increased: from 9 to 12 for attack aircraft; from 6 to 8 for bombers
- Bombers get the same bombs used by Implacable
In high-tier battles, the aircraft carrier quickly lost its planes and had no reserves to fill the squadrons. To improve the efficiency of this ship in such situations, the number of available planes is increased. At the same time the damage of bombers is lowered to balance the Indomitable’s damage in battles against tier VI and VII ships.
American battleship Georgia, tier IX
- The dispersion ellipse size is reduced for main caliber guns
- Sigma is reduced from 2 to 1.8
- Accuracy of secondary guns is lowered
New accuracy settings are implemented to compensate for a small number of guns and to designate it’s role as a far-range ship.
Please note that the information in the Development Blog is preliminary.
AA changes in update 0.8.2
In this post we want to show how the non-linear addition of continuous AA damage from several ships will work in update 0.8.2.
The reason for the change was the fact that in update 0.8.0.1 the AA damage was redistributed: explosion damage was reduced and continuous damage was increased. Before the release of 0.8.0.1 if the player skillfully dodged the explosions, the squadron took almost no losses. Strengthening of the continuous damage balanced the interaction of 1 ship and a squadron, but the total damage from several ships was too effective: planes often could not make even one attack run being in the AA zones of 3–4 ships.
At the same time we can’t just reduce the AA damage of several ships, because then ships that are distant from the allies will become extremely vulnerable. To solve this problem, we implemented a non-linear addition of continuous AA damage.
Now continuous damage from several ships will be less than the sum of their damage, but still more than damage of any one of them.
Damage is always calculated the same way;
- The damage of the AA zones firing on squadron is determined;
- A reduction factor is calculated for each individual AA zone depending on the number of ships firing and their damage;
- Damage is summed up taking the reduction factor in consideration.
The most notable damage reduction is for ships with the same AA damage (0.89 for 2 ships, 0.83 for 3, 0.79 for 4). The more difference in damage, the less will be the reduction.
Let’s have an example: a squadron flies into the mid-range zone of Minotaur and simultaneously into the short-range zone of Shimakaze (signals, upgrades or Commander skills are not considered in this example). The continuous damage values for these zones are 1281 and 203, 1484 in total. For 2 ships with these damage values the reduction factor is 0.94. The resulting damage is 1397.
The factor may differ for each situation. Let’s have another example with smaller difference in damage: long-range zone of Henri IV (169) and mid-range zone of Khabarovsk (140). The reduction factor will be 0.89 and the total damage will be 275 instead of 309.
You can download the table from the link and experiment with different damage values https://drive.google.com/open?id=1skPhXZFYVZTqwuzap9vFUdJe_D1USKlV
ST, Soviet battleships changes
Armor changes:
- Knyaz Suvorov, tier III: upper deck armor lowered from 38 mm to 16 mm;
- Pyotr Velikiy, tier V: fore and aft deck armor lowered from 38 mm to 19 mm; Aft end side armor lowered from 125 mm to 75 mm.
Due to their armor thickness, Knyaz Suvorov and Pyotr Velikiy could almost ignore cruisers’ HE shells. To deal damage to these ships with HE, the caliber of 230 mm and higher was needed, with the new parameters, lower calibers can penetrate their armor and deal damage.
- Izmail, tier VI: casemate belt armor increased from 25 mm to 100 mm.
Izmail’s casemate armor belt didn’t allow her to fully utilise herself as a close range battleship, and changing the thickness of the armor will allow this ship to act more aggressively and effectively at distances that are comfortable for her.
Accuracy changes:
- Knyaz Suvorov, tier III: sigma is lowered from 1.7 to 1.5;
- Gangut, tier IV: sigma is lowered from 1.7 to 1.4
Low level battles usually take place at distances of 15 and lower km. In most situations Soviet BBs appear to be more accurate than their classmates. Changing the sigma allows this excessive advantage to be reduced, but it doesn’t affect the features of the dispersion ellipse.
Maximum firing range changes:
- Knyaz Suvorov, tier III: maximum firing range for main caliber guns with the stock gun fire control system is lowered from 13.3 to 11.48 km;
- Gangut, tier IV: maximum firing range for main caliber guns with the stock gun fire control system is lowered from 14.13 to 12.31 km;
- Pyotr Velikiy, tier V: maximum firing range for main caliber guns with the stock gun fire control system is lowered from 15.15 to 14.55 km;
- Sinop, tier VII: maximum firing range for main caliber guns with the stock gun fire control system is lowered from 16.15 to 15.79 km;
- Vladivostok, tier VIII: maximum firing range for main caliber guns with the stock gun fire control system is lowered from 17.24 to 16.34 km;
Detectability range changes:
- Gangut, tier IV: Detectability range by sea is increased from 10.62 to 13.62 km; Detectability after firing main guns in smoke is increased from 8.27 to 10.42 km; Detectability range by air is increased from 7.68 to 8.86 km.
Engine changes:
- Pyotr Velikiy, tier V: engine reduced, thus lowering her maximum speed from 29.5 to 26.5 knots;
- Sinop, tier VII: the researchable engine is removed. Maximum speed with stock engine is 27 knots.
Turret turning changes:
- Knyaz Suvorov, tier III: turning angles for the near side turrets are changed. Now they can turn to face the opposite side;
- Sinop, tier VII: turrets turning speed is lowered from 6 dg/s to 3 dg/s;
- Vladivostok, tier VIII: turrets turning speed is lowered from 6 dg/s to 4 dg/s
These changes balance the ships in their overall performance, keeping their distinctive features — good accuracy on lower ranges and general effectivesness in close combat — intact.
Surveillance Radar consumable is removed from Vladivostok, Sovetsky Soyuz, Kremlin and Lenin. It’s effectiveness was very situational and it didn’t suite this branch.
“Fighters” consumable parameters are brought to the standard values: action time 60 s, reload time 135 (90) s.
Please note that the information in the Development Blog is preliminary.
ST, new camouflage.
A permanent Makoto Kobayashi camouflage for Yamato has been added to the game.