WoWS: Team Killing and Punishment – How does it work?

Source: MrConway, EU Forums

As many of you have in the past asked how exactly the team killing system works, here is a run-down of the system for you!

A player receives the team killer (Discipline) status under the following circumstances:

  • Has done 10,000 or more damage to allies in the most recent 1,000,000 main battery damage (1% of the damage to allies)
  • Has done 10,000 or more damage to allies in the most recent 1,000,000 aerial bomb damage (1% of the damage to allies)
  • Has done 10,000 or more damage to allies in the most recent 1,000,000 aerial torpedo damage (1% of the damage to allies)
  • Has done 40,000 or more damage to allies in the most recent 1,000,000 torpedo damage, was done to the allies (4% of the damage to allies)
  • Killing an ally with main battery, torpedoes, or aircraft
  • Has shot down 30 allied aircraft or more in the 100 most recent air victories (AA defense doesn’t count, aerial combat only)

As a result, a players nickname becomes pink!

When under this team killer (Discipline) status, a player receives the full damage that he inflicts on any ally as mirror damage, by percentage.

  • For example, if a team killer does 10,000 damage to an ally, which is 50% of that ally’s health, the team killer also loses 50% of his health.
  • Allies take only 10% of the damage that a team killer is trying to do to them (5% for torpedoes).
  • Allies take full damage from flood and fire damage caused by team killers, this will be reduced in future.
  • Mirror damage is multiplied if the team killer continues to try and cause damage to allies, scaling up to 150%, 200% etc.

To “clear his name”, a team killer must play 6 clean battles – not causing any team damage. If during those 6 battles the teamiller does hit an ally, the number of battles required to be cleared grows proportionally to the potential damage done to the allies, or kills.

If a team killer relapses and re-offends, he will need (6 + 2*n) battles to remove the team killer status, where n is the number of relapses.

Easter Egg: Minotaur and the Evacuation of Crete.

Within the texture of the hull for the Minotaur, there is a picture of the evacuation plan for Crete;

capture

Crete being part of Greece, and the story of the Minotaur being Greek Mythology, is the connection between the two.

The picture itself is the evacuation of Crete operation, from may of 1941.
http://ww2today.com/wp-content/uploads/2011/05/crete-naval-operations-large.jpg

~Shipmaster_Crook (NA)

WoWS: 0.5.15 Preview

Campaigns

Introducing the new “Campaigns” system! This feature will provide sets of linear missions providing more diverse gameplay. Campaigns will be both educational for novice players and will also allow experienced players to challenge their skills and earn valuable rewards.

  • Campaign consists of a set of linear missions.
  • Each mission includes subtasks and main task that can be achieved in battles:
    • Main task will need to be accomplished in order to complete the current campaign.
    • Each Subtask will award a pin upon completion. These Pins will be required to unlock the final tasks.
    • A task can be completed multiple times and will award you with pins upon every completion.
    • Two tasks (three tasks with Premium Account) may be accepted at a time.
    • Upon completing each task, you will be rewarded with Signal Flags,  consumables, Credits…etc. These rewards can only be received once.
    • After a Campaign is finished, you will be granted with a greater reward.

In the 0.5.15 Public Test, two Campaigns will be available for testing:

  • The Science of Victory – a long Campaign, aimed at helping beginners to master various basic game features such as using various armaments and upgrades, playing ships of different types, leveling up Commanders …etc.
  • Honorable Service – relatively short but challenging Campaign aimed for high Tier ships. This Campaign is aimed to develop personal gameplay skills, improving battle performance, and teamwork.

Don’t forget to leave a feedback after trying out this new game feature.


Dynamic Divisions

The Dynamic Division system is back in action! Divisions tab has been added to the battle loading screen and the battle statistics menu (displayed after pressing the [Tab] key during a battle). You will be able to create a division, invite players to a division, or submit a request to join an existing Division through this tab. You will also be able to use a Division-only voice chat option upon creating a Division.


Others

  • Maps and Locations: Improved the visuals for Saint Petersburg Port and New Dawn and Strait maps
  • Physics Model: Significantly lowered the chance of ships “hopping” out of the water, twitching while ramming and other issues related to destroyed ships.

WoWS: Release Notes 0.5.14.1

Update 0.5.14.1 will be released November 16 at 02:00 PT/ 05:00 ET until 04:00 PT/ 07:00 ET.


  • Started closed Beta testing for Clans!
  • XP required to retrain Commander now shows properly
  • Fixed bug with “unnatural-sounding” shots
  • Shortened and lightened sounds of shells hitting water
  • Improved wind sounds in surrounding environment
  • Fixed occasional game crash after buying a ship through a personal offer
  • Fixed an issue which stranded ships in battle
  • Adjusted incorrect price of Premium ship Perth from 4,200 Doubloons to 4,800 (Premium Shop price is not affected.)
  • Started closed Beta testing for Clans

WoWS 5.15 Captain skill changes & More

1.) You can train the captain with free exp:

https://cdn.discordapp.com/attachments/245213156471865344/247834812801482752/-293870721.jpg

2.) Missouri has radar added (35 second duration, appears to be the same as Baltimore’s) and rudder shift reduced to 19.4 seconds
3.) New skills (max point limit for skills is now 4, all 5-point skills reworked to lower point values):

Thanks to Urakaze for compiling.

1st Row skills:

Defense tree
-On the mark, shows the number of enemies aiming at you
-Preventive maintenance, -30% chance of module incapacitation
Offense tree
-Expert loader, -50% to ammo swap speed
-Aircraft servicing expert, -10% to servicing time of carrier-based aircrafts, +5% to HP of carrier-based aircrafts
Support tree
-Smoke for the god of fog. +20% to smoke screen radius
-Dogfight, +10% to fighter’s loadout, +10% per tier to DPS dealt towards fighters of a higher tier
Special Ops tree
-Incoming fire alert, alerts player of incoming long range enemy fire (with a shell flight time >6 seconds)
-Evasive maneuver, -40% to detectability of carrier-based bombers returning to carrier, +15% to survivability of carrier-based bombers returning to carrier, -10% to max speed of carrier-based bombers returning to carrier (debuff)
2nd row skills:
Defense tree
-Basics of survivability, -15% to time of firefighting, recovery from flooding and module incapacitations
-Jack of all trades, -5% to consumables reload rate
Offense tree
-Torpedo Acceleration, +5 knots to torpedo speed, -20% to torpedo range
-Expert marksman, +2.5°/sec to traverse speed of guns with caliber up to 139mm. +0.7°/sec to traverse speed of guns with caliber above 139mm
Support tree
-Two is better, sends 2 catapult fighters or spotter plane per activation of the consumable, +20% cruise speed of catapult aircraft
-Expert rear gunner, +10% to DPS of self-defence armament for aircraft with rear gunner(s)
Special Ops tree
Last Chance, -0.1% of reload time for all weapons per 1% HP loss
-Last Stand, allows ship to maneuver with incapacitated rudder and engine
3rd row skills:
Defense tree
-Firefighters, -7% to risk of fire
-High alert, -10% to reload time of damage control party
Offense tree
-Torpedo experts, -10% to reload time of torpedoes, -20% to servicing time of carrier-based torpedo bombers
-Firey takeoff, allows planes to take off and land even when the carrier deck is on fire
Support tree 
-Basic fire training, -10% to reload time of all secondaries and main guns with caliber up to and including 139mm, +20% to DPS of AA guns
-Superintendent, +1 charge to all consumables
Special Ops tree
-Demolition Expert, +3% to chance of fire for HE shells and bombs
-Vigilance, +25% to detection range of enemy torpedoes
4th row skills:
Defense tree:
-Manual fire control for secondary armament, fires only at manually selected targets, -15% to dispersion of secondaries of Tier I-VI ships, -60% to dispersion of secondaries of Tier VII-X ships
-Survival Expert, +400 HP per ship tier
Offense tree:
-HEAP (High-Explosive-Armour-Piercing), +25% of penetration for main and secondary gun HE shells , -6% of chance of fire for main and secondary gun HE shells
-Air Supremacy, +1 fighter per squadron, +1 dive bomber per squadron
Support tree:
-Advanced fire training, +20% to firing range of all secondary guns and main guns with a caliber of up to 139mm, +20% to firing range of AA guns
-Manual fire control for AA armament, fires only at manually selected targets, +100% DPS of AA guns with a caliber of 85mm or above
Special Ops tree:
-Keen Intuition, displays, only to you, the direction of the nearest enemy to your ship, even if the enemies are not spotted
-Concealment Expert, -16% detectability of CVs, -14% detectability of BBs, -12% detectability of CA/CLs, -10% detectability of DDs

WoWS Q&A – 14th November 2016

Q&A from RU dated Friday, 11 November. Translated by Babykim, EU Forums.

Q: What do you think about a “seasonal” game mode commemorating historical events, in which only ships of certain nations can participate?
A: We cannot promise new game modes at this time.

Q: I would like the option of selling or exchanging signals.
A: We do not plan such an option.

Q: The Halloween event has been a great success. Do you plan an escort game mode for the PvP, or just the PvE?
A: We are currently working on similar game modes, but we cannot announce any details at this time.

Q: The RN cruisers made the gameplay closer to that in WoT, with players standing and shooting out of smoke, or moving in and out of islands.
A: This type of gameplay was possible before the cruisers. Do not forget a game will always have many elements that makes it different from reality.

Q: The purely sequential arrangement of keys activating consumables is confusing since different ships have different consumables. Do you plan an option for assigning buttons by type of consumable?
A: We do not plan such changes, although we see scope for improving the interface.

Q: What about heavy cruisers? The Scharnhorst appears to have found her place in the meta.
A: The Scharnhorst has indeed found her place, but as a battleship. We do not see room for a full heavy cruiser line for any of the nations in the game, and also not plan any individual ships of this type in the near future.

Q: I have heard about plans to add crew on ships in port. This would highlight the size of the ships. I would also like the option of loading two ships in port for a visual comparison.
A: The crew in port is not a fake, but we cannot promise that this feature will be implemented for all ships. Concerning visual comparison, this feature will probably be of limited use for most players.

Q: We need more quick commands, such as “Use Defensive AA”, especially in ranked battles.
A: We plan reworking the quick commands to make them more useful for teamplay.

Q: I am concerned about the low visibility of torpedo aiming template on brighter maps in sniper mode.
A: We are looking into this issue as a part of a general rework of the game interface, but we cannot say when the reworked interface will be released. The main problem is that a darker template will be less visible on darker maps.

Q: We would like to have a tier 8 premium ship for the US navy.
A: We are considering several candidates for a tier 8 US premium ship. The USN will definitely get a tier 8 premium ship in the future.

Q: Are you planning the option to change captains’ appearance and names? When will the new captain skill tree be released?
A: The new captain skill tree is probably coming already this year. We do not plan further customization options for the captains.

Q: Will Mogami see a premium sister-ship similar to the Gneisenau/Scharnhorst duo?
A: We have no such plans at the moment.

Q: Do you plan adding ship names to the minimap?
A: The names are long and would clutter the minimap. This option is not a priority since it would not benefit all players. Players with large monitors and a fully enlarged minimap may appreciate it, whereas the many owners of smaller monitors or laptops probably not. The current minimal provides all the necessary tactical information.

Q: When will the French and Italian navies come out?
A: We plan both trees, with the French appearing sooner than Italians. We cannot say anything about their release dates.