WoWS Q&A – 28th October 2016

Answered by Sub_Octavian on Reddit.
Kirosawa

Thanks for doing your usual Q&A. Question for you:
HE was removed from RN CLs because apparently devs and feedback was they didn’t like invisible flamethrowers. Historically RN CLs carried both HE and CPBC. If fire was the issue, then why wasn’t HE implemented with a 0% fire chance or even 1-2% fire chance. This could have still made them viable against angled targets which make the “special” AP useless but still make the AP much better to use when the enemy ship moved back into a suitable angle. At this time a RN cruiser has no means to force a ship to turn broadside and thus the gimmick of the special AP is rendered pretty useless. Torpedoes on RN CL are neither long enough range or viable due to the fact getting to a suitable range for them to be effective is basically sucide. Is this going to be addressed, as if the enemy has more BBs left over mid to late game and your team has less BBs but more RN CLs its effectively a auto win for the enemy team since the enemy BBs can just angle and delete the RN CLs one after another. I and others are not asking for RN cruisers to be overpowered, just viable, which means conforming to the current meta and actually having HE on a cruiser, even if its a 0% chance to set a fire HE round put on RN CLs.

Hello. You are welcome!
With RN CLs we would like to introduce gameplay different from other CLs. No line could be released without later adjustments, but for now, we consider the new ships viable. They don’t need fully broadside target; if main armor penetration is not possible, they can deal decent damage to superstructure. We also don’t think their torpedoes are obsolete. On the contrary, it is safe to say they have important place in RN CLs offensive capabilities. According to last week stats, RN CL deal significantly more torpedo damage than other cruisers with torpedoes, while having one of the best average total damage stats.
They also have good maneuvrability and, of course, smoke screen – fighting BB solo is not a good idea, but they can evade it. So, answering your suggestion – no, we are not going to make global changes to these ships right now, and not going to add HE shells for them. We will monitor their performance carefully, especially when the audience is stable (right now, low tiers are overpopulated, and high level British cruisers are mostly hardcore players or free xp users). If there are problems with these ships, we will solve them.
HM_Bert

Why have you made the first line of one of the most important, effective and anticipated navies in the world into a gimmicky, ineffective and difficult to play group of vessels, with the lower tier (2-6) ships especially being downright awful, and completely outclassed by same or even lower tier ships of other nations? Do you plan to do anything to correct this?
Furthermore, how can you justify making a premium ship, Belfast, clearly so much superior to her tech tree counterparts? Finally, why do the Russian cruiser guns of the same 152mm calibre so vastly outperform those you have given the British, especially in terms of shell travel time? (not even to mention the fire chance they can use)
Thank you.

They may be difficult to play, but with all respect to your game experience, I cannot agree with “ineffective” or “awful”. For now they look quite good. Probably RN battleships would make more easy-to-play line, but we wanted to refresh cruiser class and at the same time, cruisers are less expensive in terms of production (I mean both development and IRL reference available) – we would not be able to introduce RN BBs that soon, for example. However, other RN lines are being developed gradually, so they are coming, too.
Continue reading “WoWS Q&A – 28th October 2016”

WoWS Clans (Beta) [ASIA]

Source: ASIA forums, Spotter (WG Staff)

Hello Captains,
We will be doing a pre-launch of our clan functions for WoWS. This pre-registration will both serve as a soft-launch of this function and also a test to ensure smooth functionality. With this regard, we encourage all newly formed clans to make use of available functions (like kicking and inviting players, viewing the clan tab) and report any bugs or findings.

  • Submissions closed: end of Sunday, OCT 30

Pre-registration rules:

  • Clans with at least 10 active members will keep it after the functionality is open to the public. All other clans will be wiped.
    • active members are defined as players with at least 30 battles played in the testing period and who are not twink/bot accounts
    • whether active clans will be wiped and recreated or not wiped at all will be defined later, based on technical needs
  • Only 1 clan per user. Max. 30 members per clan.
  • Pre-registration is free. However, clan creation will be a premium feature once it is released to the public
  • Names in accordance with the game rules
  • Feedback will be collected from commanders at a later date

REGISTER HERE:
LINK
FAQ:
On clan size: The current clan size limit is 30 players and one player can join only one clan (unlike team battles). 
On clan creation and price: after the public launch of the clans functionality, players will be able to create a clan for doubloons. The price is yet to be defined, but is likely going to be lower than WoT due to the smaller clan size in our game.

WoWS Q&A – 27th October 2016

Answered by Quemapueblos on Reddit.
Q:When are you going to provide a detailed breakdown of how I earned credits in game?
Please note the answer “People will try to game the system” does not work. When earning credits and XP is from playing the game right. Those truly “gaming the system” wouldn’t they be the players playing the game the best? (going for objectives, spotting ships, tanking damage, etc). Since that is what you’re trying to encourage players to do, maybe you need to SHOW them that’s what gets them their earning?
In line this question – How much do we actually earn on potential damage and spotting damage as well as capping? As It appears like at least potential damage and spotting damage dont’ do anything??
I get this impression because if I division up with some buddies we puzzle over how one person earned more over another. It used to be NO QUESTION that if I capped, or if I did lots of damage, I know I was going to earn a lot. Now it feels like a total crap shoot, unless I did everything (earning 100K + on a ship with kraken confed, high cal etc).
A: In short, anything that earns you ribbon, get you rewards but your question is more about the breakdown between the actions. We detailed some of the additional changes we did recent in our econ article for 5.12. Here is a few new things that change how income is earned.
Maximum potential damage taken from hits.
Number of ships, aircraft, and torpedoes detected.
Amount of damage dealt to targets detected by player.
These are in addition to the ways you earn credits already, Capturing a Point and Dealing Damage
As for actual numbers for each of these, I’ll have to dig them up. Let me check with the team and see if I get a more detailed breakdown.
Continue reading “WoWS Q&A – 27th October 2016”

WoWS Q&A – 26th October 2016

Source: Tuccy (WG Staff) and Karsun (Dev), summarized by ByronicAsian
Q1: Why RN so late?
A1: Cost and ease of development (easier access to blueprints and easier balance). USN and IJN also seemed natural fit for first two factions.
Q2: RN CA subline branch? Why choose CL?
A2: Yes/probably. Chose CL due to prevalence in CL designs in RN (enough for two trees) and RN paper CA designs would look out of place due to late 20s origin of design studies in addition to weird progression of 30s IRL treaty cruisers -> mid 20s design study paper ship.
Q3: What were you not happy about RN CL ver 1?
A3: Many things. If only one problem, would’ve not delayed it for so long. (1) They were difficult to play, this is still the case. (2) They were unfun to play against mostly HE/Smoke combo
Q4: Why play them?
A4: Because they’re the RN, also if you like DD playstyle. Good rudder shift, acceleration (Minotaur accelerates in a hard rudder turn), and consumables make for interesting gameplay and teamplay (ties in with new spotting damage rewards and etc.). Semi-Armor piercing shells fits with enhanced AP shell given in game. Good torpedoes match IRL.
Q5: No HE? What makes SAP good against armor?
A5: Good pen abilities, and good arcs at close range (I think they’re implying that with the consumables fit, you can be fairly aggressive to close to said 8-9km ranges. The shells also have very good normalization and dual settings (on their fuses) help against different targets. Short fuse makes SAP work like HE against DD, on more heavily armored targets, the detonating threshold is similar to normal AP shells so citadels will be possible. Very heavily armored targets….shoot bow, stern, and superstructures. Very good plunging fire against CAs.
Q6: Consumable fit? Comments?
A6: Driving idea behind the choice of consumable choice is teamplay. I think they shout out to Flamu’s Belfast video as THE closest to their vision of how these ships are to be played. Shouldn’t be to weak against planes even w/o Def AA (good maneuverability)
Q7: CLs are squishy and you really can’t just add armor where they didn’t exist as buffs. How did you mitigate?
A7: tl;dr gave the ships tools to actively defend (mobility is armor, hydro/radar to know where enemies are, smoke to gtfo, if hit heal )
Q8: Are the citadel difficult to hit they seem low in the water?
A8: Not really. The citadels are still fairly high (especially compared to USN designs Worchesters vs Z4A/Minotaur). Heal that repairs citadels should mitigate. Summary: only skilled captains need apply upper tiers. Low-mid tiers are forgivable by default.

WoWS: [Maintenance] Version 0.5.13.1 (ASIA)

Please be informed that the World of Warships server will undergo brief maintenance to implement Version 0.5.13.1.


Maintenance Start: 27/10/2016 @ 06:00 UTC+8
Maintenance End: 27/10/2016 @ 08:00 UTC+8


Please view the patch notes below for further information.

Patch Notes


Changes and Fixes

  • Fixed an error that prevented players from transferring commanders onto an “empty” ship (without a commander) when Reserves were full.
  • Fixed a bug for Gneisenau that obstructed torpedo sight and cone when the ship was on fire.
  • Fixed a bug that caused ships armed with single-fire tube torpedo launchers to display a manual reload button when reloading was not possible.
  • Fixed a bug that caused friendly battleships to appear on the enemy base at the beginning of Ranked Battles.

WoWS: Halloween Mode: Saving Transylvania (EU, NA, ASIA)

Article from the EU portal.
This Hallow’s Eve, enjoy a special game mode that’s certain to be spooky! This new game mode is PvE, in which you will have to escort a large transport ship through a bunch of obstacles, dodging and taking out enemy ships that aim to destroy you and your precious cargo. You will also have to navigate your way past Forts – the only safe way past them is to take them out! Oh, did we mention the waves of enemies will be ships with zombies at the helm?
There will be no grinding involved, as this mode is accessible to everyone from the get-go, and there will be a number of special ships providing differing playstyles so all you Captains can have fun.

These spooky ships will be sailing the high seas from 27 October to 10 November!

During the entirety of this mode, there will be 3 quests to complete (which can be done once per battle):

  • For earning 10,000 damage, you will be awarded 30,000 Credits
  • For earning 100,000 damage, you will be awarded 100,000 Credits
  • For defeating 2 Zikasas, you will be awarded 70,000 Credits

There is also a reward of 100 Free XP for every main and secondary task you complete. You can find out more information about this in the event window or during a loading screen!
For completing every quest, you will receive the Halloween 2016 camouflage. It gives you an additional 100% XP per battle. Check it out below:

 NA SCHEDULE:

Starts October 26 at 04:20 PT / 07:20 ET
Ends November 9 at 04:20 PT / 07:20 ET

ASIA SCHEDULE:

Event Start: 27/10/2016
Event End: 10/11/2016

EU schedule: from 27 October to 10 November