According to the NA Portal:
HMS Belfast sails into the Premium shop this November!
Some pictures from the life of the actual ship. It has certainly seen a lot of history. Credit: Dokky
http://imgur.com/a/IlYmb
According to the NA Portal:
HMS Belfast sails into the Premium shop this November!
Some pictures from the life of the actual ship. It has certainly seen a lot of history. Credit: Dokky
http://imgur.com/a/IlYmb
The update happens October 19; preparation begins at 03:00 PT/ 06:00 ET until 05:00 PT/ 08:00 ET.

Daily missions have been replaced by the more interactive Containers, which deliver rewards in an entirely new way. You can get three Containers each day, which “contain” Credits, rare Premium ships and more goodies. Containers drop when a player earns a certain amount of XP in battle..
This feature will be available starting at Level 4
At the end of each 24-hour period, the accumulated (not distributed) XP is automatically spent on containers. After the release of Update 0.5.13, each player who unlocks daily missions at Service Record Level 4 will receive five Containers (one of every type) as a gift. This will help all you immediately see the advantages of this new system. In contrast to standard Containers, these Containers will include predetermined rewards:
Continue reading “WoWS: Update 0.5.13: British Cruisers (Video & Patchnotes)”
Thanks to Redditor aydopotato
https://imgur.com/gallery/U7VId
Source: , WG Staff
Captains,
As we have noticed a lot of discussions about the new economy after update 0.5.12. we are delighted to bring you a detailed look on the changes and their impact. For starters, here is a chart showing average changes to credit economy for all ships on tiers V-X between versions 0.5.11 and 0.5.12:
(for your convenience both XLS and PDF)
XLS: https://share.wargaming.net/f/c801735b26/?raw=1
PDF: https://share.wargaming.net/f/858a95f54e/?raw=1
We are working to bring you a more detailed look into the economy, which will also explain details of the chart – please bear with us for a while.
Source: Redditor Takeda92
http://imgur.com/a/uu6qH
http://imgur.com/a/7KihJ
Thanks to Babykim, EU.
Q&A from RU dated Friday, 14 October
Q: Please answer the 19 questions on manual fighter attacks that I sent to your PM.
A: Remember the one question/one answer rule of the Q&A. Although we cannot answer 19 questions at once, we would write an article in a few week’s time since the questions appear to be popular.
Q: Are these are the most popular, or the most convenient questions?
A: We are answering the question voted by the players using a democratic voting system. We have an incentive to answer popular questions to preclude speculation. We cannot guarantee that you will be satisfied with the answers. We promise, however, to always address the 15 most popular questions posed.
Q: Do you plan to display the status of AA and secondaries of a target?
A: This information would be of limited use in battle. General information on the AA and secondaries is already available and can be displayed by pressing the H-key in battle.
Q: Do you plan to allow the fighters to continue fighting once the carrier is sunk?
A: Only if they have been instructed before the loss. We try to strike balance between the realism and gameplay. You should not have an influence on the battle after having lost the ship. Of course, you can sink the enemy by fire or flooding after having died, but these are consequences of your actions while alive. Simply raising the fighters before dying requires no skill.
Q: Do you plan to improve the cruisers. The popularity of German battleships ensures that we regularly see 5-6 of battleships each game.
A: We added the Steering Gear Mod 3 in 5.12. We will improve the turret rotation angles of the IJN Mogami and improve the armor of the USS New Orleans in 5.13. The cruisers as a class are still viable and popular. No matter how versatile the German battleships might be, they need cruiser support against determined carrier and destroyer attacks.
Q: Do you work on the optimization of the client. The game regularly crashes on a minimal-requirement computer. High tier games are practically unplayable.
A: When discussing minimal requirements, you need to account for other programs that might be running in addition to the game. Even if no other programs are open, the operating system may run resource-intensive processes in the background.
The main load comes from special effects. While an intensive battle at tier IV may require more resources than a capping battle at tier VIII, the load increases with the tier on average.
We are continuously improving the game by correcting “old mistakes”, and taking care when implementing new features. Port optimization is forthcoming 5.13.
Q: Many battleship players complain about the HE spam. Do you plan any changes in gameplay?
A: The server statistics shows that battleships take most damage from AP. Moreover, most of the damage to the citadel cannot be repaired. Spamming HE from smoke is less attractive now due to quicker reload of the radar consumables. Reducing the HE damage would lead to a “World of Battleships”, which would entail a battleships nerf. If playing the battleships is so uncomfortable, why is this class so popular?
Q: Do you plan adding the information on penetration by round caliber, armor thickness and distance to the game Wiki?
A: A good but difficult question. The main problem with such tables is how to visualize the sheer volume of information in them. The mechanic in WoWs is considerable more complex than in WoT. First, there is a drop in penetrating with distance. Second, complex multilayered armor of ships. How to present all the possibilities in a coherent way is currently being discussed. When and how this would be accomplished is still an open question.
Q: When and how extensively do you plan to rework the carrier UI?
A: Definitely not this year. Essentially, the carrier gameplay is a game in a game. The challenge is to make an UI assessable to players of all levels, while ensuring that good players would not be able to destroy an enemy team singlehandedly. Only after this can we introduce new gameplay features. This is a huge chunk of work. This requires conceptualizing, programming, testing, which leads to further programming, testing, etc. All of this parallel to the main schedule. This is why you should not expect significant changes in the near future.
Source: Sub_Octavian, Reddit.
alphalex23
Привет комрад. Greetings from RU. I have 2 questions.1.Any chance of account transfer between servers becoming reality? 2. Will there ever be a buff USN cruisers? Ships like the New orleans and Pensacola seem to have been eclipsed by power creep.
Helloes! 1.Very low chance. I would say “no chance”, but you know, never say never. 2.New Orleans will be buffed in 0.5.13 by re-visiting her armor and damage model. There are no immediate plans for other USN cruiser currently, but there may be other tweaks and re-works in the future.
Mobius_Einherjar
Thanks for doing these! In the past, you have buffed premium ships that were already performing well for the sake of historical accuracy (most notably Tirpitz). My question is, will you do the same with the Dunkerque? There are two areas worthy of attention:
The lack of turret compartmentalization. On a ship with only two turrets, losing even one means losing half of your firepower. The French designers identified this problem and came up with a solution to reduce the chances of the entire turret being taken out of action, and it proved to be effective during the attack at Mers el Kebir. This is one of Dunkerque’s (and Richelieu’s) strength, yet it is not represented in game in any way.
The torpedo defense system. According to a friend, naval historian John Jordan names Dunkerque’s TDS as being second only to Richelieu and Yamato. In game however, forget about even being second best (as Richelieu isn’t in yet): It’s not even the best at its own tier. In fact, only Warspite and Bayern have a worse TDS at T6.
There’s also another point, albeit less important: Firing range. I know that it’s kind of an arbitrary value in game, but IRL the Dunkerque could fire at up to ~41km while Fusou topped at ~35km, yet in game Dunkerque has a 18.2km firing range and Fusou 21.8km. While I usually wouldn’t mind this too much, given the inherent fragility of Dunkerque and how often it meets ships that can overmatch its armor, wouldn’t it be a good idea to give it a range more representative of the advantage it had in real life? I understand you might be averse to this as you don’t want more sniping BBs (I don’t either, I like midrange fights a lot more), but when you are facing teams filled with only T8, T7, Warspites and Bayerns (which happens far too often when playing Dunkerque), then you become a bit limited. Again, the range is not the biggest deal, but I’d really like to have an answer regarding the turrets and the TDS. Thanks again for doing this!
We would not buff Tirpitz if this caused her to overperform, as we do not support pay-to-win.
Turret compartmentalization is a new potential game mechanics, which we currently don’t consider viable. Dunkerque is not the only ship that has some kind of internal turret protection. However, its peculiarity was considered when determining turret HP value.
TDS in World of Warships is calculated by unified formula with using IRL specs. There’s no reason to change it on individual ships without very strong argument. Its nature makes any assessment quite difficult.
Continue reading “WoWS Q&A – 14th October 2016”
Source: Redditor godzilla5549
http://imgur.com/a/xFJ4l
Essentially, the citadel space underneath the turrets is now completely underwater!
The current underwater citadel plate is 19mm thick, while the updated model is now 25mm thick.
The citadel plate that covers the underwater space underneath the turrets was 57mm thick, and the updated model is now 102mm thick.
The forward citadel deck armor (which is currently at waterline) was 19mm thick, and is now deeply submerged and is 57mm thick.