WoWS: Sub_Octavian on the Grozovoi

Source: Reddit

Hi!

It’s true that sometimes we don’t hit the sweet spot and need to correct (buff or debuff) ships after release. But we definitely seek ways to fix such mistakes.

For example, we have enough data for Z-52 improvements, and hopefully, will buff her soon so she is more competitive and feels like upgrade from Z-46.

As for Grozovoy, we are looking at her very closely, and also studying your feedbacks. For now it looks like she is the only VMF DD that will require some more love after line split. We’re on it, folks. And thank you all for your input. Just give us some time to make accurate decision.

What I really want you to understand is that releasing OP top tier ships can be instant money for us (all that free XP revenue), but it is bad for the game. So we sometimes need to buff them later as I said. This is because we try to be careful not to ruin your overall game experience.

Another example are IJN DDs that now often have the reputation of being uncompetitive and weak. While Shira is one of the most popular ranked ships and Akizuki having great peformance, the rest of high-tier guys tend to have good top results, and not so good average and median results. That is the effect of their previous rebalance and transition from one of no-brainer and easy lines to more skill-dependent and difficult ones. And here, the need for changes is much more obscure and controversial, and the task is much more challenging… Say, Yugumo looks like the closest candidate for buff right now, but we are not sure we need to give more power to Shimakaze. Our team is working on possible solutions now, for one of the near patches.

Anyways, I just wanted to say that we value your opinions, and always seeking the ways to cooperate, even when we don’t act immediately. That only means we need more time to research, and cannot make changes as fast as you want, because it’s quite easy to break the balance when you have the power to tune everything and have constant flow of community feedbacks asking for changes. We thank you for your patience and appreciate your ability to make point. Cheers! 🙂

WoWS: 0.6.3 Italian Tier 6 Premium Cruiser Duca d’Aosta Stats

Thanks to Urakaze for translating.

*Please note that the following stats are subject to changes before it is released*

Duca d’Aosta
Tier 6 Italian Premium Cruiser

Stats:
Ship HP: 29700
Deck Armour: 15-35mm
Citadel Protection: 16mm – 70mm
Torpedo Protection: 7%
Max Speed: 36.5 knots
Rudder Shift Time: 7.63 seconds
Turning Circle Radius: 710 m
Surface Detectability: 12.06km
Air Detectability: 7.35 km

Main Battery
152mm/53 Model 1929 (4 x 2)
Range: 14.0 km
Reload Time: 7.5 seconds
Turret Rotation Speed: 30 sec/180°
Sigma : 2.0

HE Ammo: 152mm HE
Damage: 2100
Initial velocity: 950m/s
Chance of fire: 7%

AP Ammo: 152mm AP Early type
Damage: 3200
Initial velocity: 1000m/s
Penetration (5km/10km) : 200mm/122mm

Secondary Battery
100mm/50 Mod. OTO (3 x 2)
Range: 4.5 km
Reload: 6 seconds
Damage: 1500
Chance of fire: 6%

Torpedoes
533mm Triple (2 x 3)
Damage: 13367
Speed: 66 knots
Range: 4.5 km
Reload: 71 seconds
Detectability: 1.4km

AA
100mm/50 Mod. OTO (3 x 2)
20 damage, 4.0km range

37mm Breda (4 x 2)
46 damage, 3.5km range

13mm Breda (4 x 2)
16 damage, 1.2km range

Consumables
(1st slot) Damage Control Party
(2nd slot) Hydroacoustic Search/ Defensive AA fire
(3rd slot) Catapult Spotter

Note: The official stat sheet of the ship has quite a few errors , for example, the displacement should be 10540 tons instead of 10374, Propulsion is 110000 hp instead of 100000 hp, and there’s only 8 13mm breda MGs, instead of 12.

WoWS: 0.6.3 French Tier 10 Cruiser Henri IV Stats

Thanks to Urakaze for translating.

*Please note that the following stats are subject to changes before it is released*

Henri IV
Tier 10 French Cruiser

Stats:
Ship HP: 53300
Deck Armour: 30-80mm
Citadel Protection: 45mm – 140mm
Torpedo Protection: 19%
Max Speed: 35 knots
Rudder Shift Time: 10.8 seconds
Turning Circle Radius: 840 m
Surface Detectability: 16.56 km
Air Detectability: 10.35 km

Main Battery
240mm/55 Mle.1948 (3 x 3)
Range: 19.1 km
Reload Time: 17.15 seconds
Turret Rotation Speed: 32.7 sec/180°
Sigma : 2.0

HE Ammo: 240mm OEA Mle. 1948
Damage: 3400
Initial velocity: 845m/s
Chance of fire: 22%

AP Ammo: 240mm OPfK Mle 1948
Damage: 6200
Initial velocity: 845m/s
Penetration (5km/10km/15km) : 359mm/266mm/198mm

Secondary Battery
127mm/54.5 Mle. 1948 (6 x 2)
Range: 4.5 km
Reload: 4 seconds
Damage: 1800
Chance of fire: 9%

Torpedoes
550mm Mle 1924 (2 x 3)
Damage: 14833
Speed: 60 knots
Range: 9 km
Reload: 90 seconds
Detectability: 1.3km

AA
127mm/54.5 Mle. 1948 (6 x 2)
94 damage, 5.2km range

57mm/60 Mle 1951 (8 x 2)
97 damage, 3.5km range

Consumables
(1st slot) Damage Control Party
(2nd slot) Hydroacoustic Search/ Defensive AA fire
(3rd slot) Repair Team
(4th slot) Engine Boost

WoWS: TAP Insider News (8-III-2017)

Offtopic: I was sent a mail from mr3awsome, asking me to promote an opinion poll about the format of the Emergency War programme destroyers of the Royal Navy in World of Warships. Links: here and here.

Back to the Insider news:

ST 0.6.3 is up, mainly changes to CVs are contained. Also, introducing White Flag Cruisers(no offense intended) Vive la France!!
New mode for Tournament 9v9.
Changes to consumable bind keys.
Added tier 6 Italian premium cruiser.

CV: Fighters can now disengage when doing ALT.
Removed ALT attack for CVs – tiers 4 and 5.
Aircrafts instead of returing to CVs after carrying the attack and the CV is killed, will now stay where they are.
Capture points in CV view will show circle lines instead of buoys.

About Tournament:
Tier VII-VIII only.
Tier I-II will join the game as spectators.
3 bases to capture.

Mind you that all the info here are not final and will change from time to time. (Seb: expect updates soon)

Wargaming CEO accepts blame, vows renewed focus on World of Tanks

Source

World of Warships and other studios will be allowed to find their own path to success

Wargaming’s chief executive office, Victor Kislyi, was in a mood to spill his guts last week. During an interview with Polygon in San Francisco, he was candid about his recent mistakes and vowed a renewed focus on his company’s flagship title, World of Tanks.

“We were a little arrogant, let’s say, three years ago,” Kislyi told Polygon. “We were thinking we know everything that our players need without talking intensively to them ourselves. It turned into — I wouldn’t call it a disaster, but we hit the wall at some point.”

That wall had a name: Rubicon. The update was delivered nearly two years ago, but the ill will from players, especially from WoT’s rabid Russian fanbase, still haunts the game. It was so poorly received, Wargaming couldn’t simply roll it back.

“We are always open to criticism,” Kislyi said. “What we did in this case, it was [my decision]. I literally reshuffled the whole World of Tanks team. Developer and publisher. Before that it was extremely Belarusian-centric team, which was headquartered in Minsk. They didn’t even speak very good English. What we realized is that probably there are some limitations that old team had, so I brought in new people.”

Today, Kislyi said, the core WoT team is more international than it has ever been before, including an American at the top of the organization. That, he said, has made them more able to respond to the needs of their community, more adaptable and better able to listen.

“This took years for us as a company to come to this understanding of this necessity [of this change], and to make it,” Kislyi said.

How does Kislyi know it’s working? Of course, he said, people are playing more. But anecdotally, the community seems more friendly.

“I play every day under my real name,” Kislyi said, “So, this is my temperature check. I play for one hour and I get 20 messages from people. They used to be swearing and complaining. Two years ago. One year ago. Now, they’re mostly thank yous.”

That reorganization, and the change in philosophy that came with it, has paid dividends for other development teams at Wargaming. Properties like World of Warplanes and World of Warships, long the neglected children of the Wargaming family, are being given new freedom to plot their own course.

When Warships launched in 2015 the game got lots of good buzz, including here at Polygon. Our preview called is one of the best free-to-play games we’d ever played. But the community did not stick around to support it after launch. Player retention trailed off, Kislyi said, after six months to a year.

Kislyi blames himself, and his top-down creative demands on the game.

“I was pushing all those teams to literally copy World of Tanks,” Kislyi said. “That was wrong.”

Kislyi said he’s now letting individual teams dictate how their games evolve, and letting each of them engage with their communities on their own to find a path forward.

“What are they going to be making there? I don’t know,” Kislyi said. “That’s for them to decide.” (Seb: and for me to leak)

For Wargaming, 2017 is all about shoring up its keystone franchise, World of Tanks. The plan, Kislyi said, is to completely rebuild the entire graphics engine. The final overhaul is loosely scheduled for August of this year.

“We realize that World of Tanks can last forever,” Kislyi said. “But we have to prepare for a very long winter. The winter is coming, and it will not go away. That’s a good problem to have. So the approach should be that we’re making the game to be built like the pyramids, for centuries or millennia.”