Showing posts with label development. Show all posts
Showing posts with label development. Show all posts
27 March 2020
24 December 2019
22 May 2019
Clearing Smoke with Crysantos, MrConway and Ev1n!
What to Expect
- Three as-of-yet unannounced ships under the magnifying glass!
- A world of water in our wild new game mode...
- A new commander passing uniform inspection.
- And more!
17 May 2019
CV'S Changes!!!
In order to estimate the impact of aircraft carriers' spotting and scouting capabilities in battles, we will hold a closed test session with special weather settings on the map "North".
Overall, four weather scenarios will be tested:
1. Aircraft can't detect ships with AA turned off. If AA is turned on, aircraft can detect ships as long as they are within firing range of their anti aircraft guns.
2. Aircraft can't detect ships with AA turned off during the first 10 minutes of the battle. If AA is turned on, aircraft can detect ships as long as they are within firing range of their anti aircraft guns.
3. Aircraft can't detect ships with AA turned off at the beginning of the battle. After that, over the course of 20 minutes, the air detectability range of ships gradually increases to the current basic value. If AA is turned on, aircraft can detect ships as long as they are within firing range of their anti aircraft guns.
4. Aircraft can't detect ships with AA turned off at the beginning of the battle. After that, over the course of 10 minutes, air detectability range of ships gradually increases to the current basic value. If AA is turned on, aircraft can detect ships as long as they are within firing range of their anti aircraft guns.
These test sessions will help us gather the required data to estimate extreme cases and determine steps for improvement.
Please note that these mechanics are built as a rough prototype and will only be used to collect stats.
ST, changes to test ships.
ST, changes to test ships.
Please note that the information in the Development Blog is preliminary.
French destroyer Kleber, tier X.
- Increased detectability range by sea from 7.98 to 8.88 km;
- Increased detectability after firing main guns in smoke from 3.21 to 3.3.
- Increased detectability after firing main guns in smoke from 3.21 to 3.3.
The ship has impressive firepower, aided by the "Main Battery Reload Booster" consumable and good concealment, which gave her a great advantage in fights with destroyers. These changes will allow her classmates time to detect her and avoid conflict with Kleber.
British aircraft carrier Indomitable, tier VIII.
- Maximum rocket damage reduced from 2350 to 2100.
The damage reduction is due to the aircraft carrier's excessively high efficiency in combat.
Japanese cruiser Yoshino, tier X.
- Rudder Shift Time reduced from 15 to 13.9 sec;
- New torpedoes added:
- - Reload time: 171 s;
- - Maximum damage: 23 767;
- - Speed: 67 knots;
- - Range: 12 km;
- - Detectability range: 1.7 km.
- New torpedoes added:
- - Reload time: 171 s;
- - Maximum damage: 23 767;
- - Speed: 67 knots;
- - Range: 12 km;
- - Detectability range: 1.7 km.
Rudder Shift Time is now aligned with cruiser Azuma.
The possibility of having two types of torpedoes available is being considered for the cruiser, and in the upcoming iteration, we're going to test a new variant: These torpedoes feature medium range, high damage, and speed, as well as an improved detectability.
French cruiser Bayard, tier VIII.
- Increased fore and aft end plating from 13 to 16 mm;
- Firing Range of the main battery was reduced from 17.4 to 16.4 km.
- Firing Range of the main battery was reduced from 17.4 to 16.4 km.
Due to the successful combination of combat characteristics, Bayard showed good combat effectiveness and was a very hard-to-hit target for enemy ships. Her reduced range will move the cruiser closer to the enemy and make combat actions against Bayard more effective.
The increase in the plating's thickness will allow her to bounce the shells from guns of up to 220 mm caliber. This change will be especially noticeable at medium and close ranges.
Japanese destroyer Yudachi, tier VII.
- Torpedo detectability range reduced from 2.5 to 1.9 km;
- Torpedo reload time reduced from 101 to 91 seconds.
- Torpedo reload time reduced from 101 to 91 seconds.
Despite the fact that torpedoes with a range of 15 km are a definite plus, their high visibility did not allow Yudachi to fully realize this potential. Along with a reduced reload time, Yudachi will become a more dangerous opponent.
Soviet battleship Kremlin, tier X.
- Increased Sigma parameter from 1.7 to 1.8;
- Main battery reload time reduced from 34 to 33 seconds.
- Main battery reload time reduced from 34 to 33 seconds.
Kremlin is distinguished by strong armor, reliable torpedo bulges and a large pool of hit points, but she has inferior firepower compared to other tier X battleships. With the new gun characteristics, she will shoot more often and more accurately, which will be especially noticeable at medium to short distances.
British battleship Monarch_T, tier VIII.
- Increased Sigma parameter from 1.8 to 1.9;
- The percentage of recoverable hitpoints from casemate (non-citadel) damage by the Repair party is reduced from 85% to 75%.
- The percentage of recoverable hitpoints from casemate (non-citadel) damage by the Repair party is reduced from 85% to 75%.
The increased accuracy will allow her to more effective deal damage in battles.
British battleship Conqueror_T, tier X.
- The percentage of recoverable hitpoints from casemate (non-citadel) damage by the Repair party is reduced from 85% to 75%.
The changes to the repair party consumable are being made due to the ships' excessive performance, but even with them, Monarch_T and Conqueror_T will remain in the leading positions in regards to the number of restorable hit points.
American destroyer Benham, tier IX.
- Torpedo Range increased from 9.2 to 10.5 km;
- Torpedo Speed increased from 55 to 65 knots;
- Torpedo detectability range increased from 1.1 to 1.4 km;
- Torpedo reload time reduced from 98 to 85 seconds;
- Maximum torpedo damage reduced from 16 633 to 15 200.
- Torpedo Speed increased from 55 to 65 knots;
- Torpedo detectability range increased from 1.1 to 1.4 km;
- Torpedo reload time reduced from 98 to 85 seconds;
- Maximum torpedo damage reduced from 16 633 to 15 200.
The destroyer's concept involves torpedo gameplay and their previous iteration did not allow her to utilize them effectively. These changes will increase the effectiveness of the torpedoes due to greater speed and range, as well as less recharge time, but with less maximum damage.
Please note that the information in the Development Blog is preliminary.
16 May 2019
All About the "In the Service of the Motherland" Collection
With Update 0.8.4, the second stage of the "Victory" competition will start, bringing a new collection called "In the Service of the Motherland" dedicated to the Russian and Soviet Navy.
In the process of its creation, the development team used a wide range of sources including meticulous historical research and photo archives. Today we will tell you about the features of the collection and show you some of its elements.
This collection will be permanently available in the game.
Collection
Renowned admirals, outstanding engineers, glorious naval victories, innovative projects, battleships wielding their powerful armament—this is the story of the Russian and Soviet Navy.
The new collection comprises 32 elements, thematically divided into 8 sections:
- Admiral Nikolay Gerasimovich Kuznetsov
- Main Battery
- Illustrious Names
- Russian Shipbuilders I
- The Path of the Naval Commander
- Shells for Battleships
- Naval Awards of the U.S.S.R.
- Russian Shipbuilders II
Shoulder Board of Admiral Flota (1944)

In May 1940, the generalship and admiralty were introduced into the Armed Forces of the Soviet Union. Accordingly, the People's Commissar for the U.S.S.R.—Navy Nikolay Gerasimovich Kuznetsov, previously Flagman Flota 2 Ranga (Flag Officer 2nd rank)—was awarded the rank of Admiral. The highest rank in the naval hierarchy was Admiral Flota, but at that time it hadn't been awarded to anyone.
The People's Commissar for the Navy, Kuznetsov, and his deputy Admiral Isakov, were the first to be awarded the rank of Admiral Flota (admiral of the fleet). This took place in May 1944. Circa that period, the corresponding insignias were developed. As the decree of 1940 implied the correspondence of the Admiral Flota rank to the Army General of the Land Forces, four stars were placed on the Admiral Flota shoulder boards of 1944 in analogy with the army ranks. In May 1945, a special decree equated the ranks of the Admiral Flota to the Marshal of the Soviet Union. At the same time, the Marshal-type shoulder boards with the emblem of the U.S.S.R. and one big star were introduced.
B-37 406 mm Gun

The design of 406 mm sea guns began in Russia in 1914. Up to the end of World War I, future battleships were supposed to be armed with such artillery. The design of the Great Navy battleships began in the U.S.S.R. in 1936. They were also supposed to have 406 mm guns, but the best practices from 20 years previous were no longer suitable. Between 1937–1940, the 50-caliber B-37 gun was designed and manufactured with contributions from several Soviet plants.
The range tests of the B-37 guns were carried out in the second half of 1940. The firing velocity of each 1,108 kg shell was 830 m/s. The firing range, at an optimum elevation angle of 45 degrees, exceeded 45.5 km. The B-37 guns were the main weapons of the Sovetsky Soyuz class battleships. Triple turrets were designed at the Leningrad Metal Plant, which once developed turrets for the first Russian dreadnoughts. The total weight of each mount was about 2,400 tons, and the turret was supposed to be operated in combat conditions by 100 people.
The Order of Ushakov

In March 1944, in the midst of the Great Patriotic War, the Order of Ushakov was established in the U.S.S.R. It would become the highest award for naval officers. The order got its name in honor of Admiral Fyodor Ushakov, one of the greatest Russian naval Commanders (1745–1817). It was established in two classes. The 1st Class order was a five-pointed platinum star with a silver anchor and chain secured to it, and an enamel-covered medallion struck from gold with a relief image of the naval commander. The star of the 2nd Class order was made of gold, and the anchor and the medallion were made of silver.
The Order of Ushakov was very rarely awarded—only 26 people ever received the 1st Class variety. In June 1944, Admiral Nikolay Gerasimovich Kuznetsov was awarded with Order Badge No. 5. A year later, he was awarded with his second 1st Class Order of Ushakov. The only foreigner ever to be awarded with this order was British Royal Navy Admiral Bertram Ramsay—one of the commanders of the Dunkirk evacuation in 1940 and the Normandy landings in 1944. Interestingly, Order Badge No. 1 of the 2nd Class Order of Ushakov was awarded to a distant relative of Fyodor Ushakov, a participant of two world wars—Kontr-Admiral (Rear-Admiral) Yury Fyodorovich Rall (1890–1948).
You will be able to exchange duplicates for items of the "In the Service of the Motherland" collection that you are missing, the exchange rate will be 5 to 1. You can select which element you will receive for your duplicates. When you complete the collection, all remaining duplicates on your account will be exchanged for credits at the following rate: 1 duplicate =
15,000 credits.
15,000 credits.
Rewards
By completing thematic sheets of the collection, you will earn "October Revolution" containers and an option to mount a second flag and use an alternative color scheme on Soviet cruisers and destroyers. The main reward for completing the collection will be the option to change the camo color for Soviet battleships, and mount two flags on them as well.
You can find one of the following rewards in "October Revolution" containers:
1 day of Warships Premium Account
A container of the "In the Service of the Motherland" collection contains:
- 5 expendable Victory camouflage patterns or 5 special signal flags
- 1,000 Coal or 10 combat signal flags
- 1 element of the "In the Service of the Motherland" collection
- 15 expendable Victory camouflage patterns or 15 special signal flags
- 25 Provision Tokens
- 1 element of the "In the Service of the Motherland" collection
In addition to the specified rewards, you have a chance to find a special combat mission in both containers. When you complete it, you can get one of the Premium Soviet ships:
V Okhotnik, 
VI Molotov, 
VII Leningrad, or 
VIII Lenin The chance of getting a combat mission from the Premium "In the Service of the Motherland" container is higher.
Good luck!
The “Victory” Event. Who’s Got Vladivostok?
For your successes in battle, you'll get Allowance Tokens that can be exchanged for special containers in the Armory, which in turn provide you with a chance to gain early access to Soviet battleships. These even offer an opportunity to get your hands on Tier VII Soviet cruiser Lazo! In this article, we'll tell you about all of the features and peculiarities of the new event.
Attention: In Update 0.8.4 your participation in the competition will be rewarded with Provision Tokens instead of Allowance Tokens.
We are midway through the first stage of the friendly “Victory” competition, with two teams—Honor and Glory—competing daily for valuable rewards and places on the Wall of Valor. So, we’ve prepared a special video for you. Discover how Dasha spent her Allowance Tokens, and much more.
WHICH TEAM TO CHOOSE?
Each day you’ll choose one of the following teams:
- Team Honor values the great traditions of the Soviet Navy. Join the team and fight fearlessly for justice!
- Team Glory triumphantly copes with all missions. Join the team and write your own legend into history alongside the heroic deeds of Soviet sailors!
Having chosen your team, you’ll be taken to a version of Black Sea Port that will be painted in the colors of your team.
The competition starts: Fri. 26 Apr. 04:00 CEST (UTC+2)
Prepare your ships, mount signals and camouflages, and head into battle to fight alongside your brothers-in-arms, then earn the points that will deliver your victory! Each day, the team with most points, wins.
The crediting of points is put on hold one hour prior to the beginning of the next competition day. Battles fought after this time will not be taken into account.
HOW TO EARN POINTS
Earning points is what will cause your team to prevail in the daily competition. Each day the results are summed up and players from the winning team who earned at least 1 point receive 4 Allowance Tokens. These can be spent in the Armory.
So, how can you earn them? It's very simple—just fight on your favorite Tier V-X ships in Operations, Co-op, Random, Ranked, and Clan Battles.
Mode
|
Event
|
Ship’s tier / points
|
|||||
Random Battles
|
V
|
VI
|
VII
|
VIII
|
IX
|
X
|
|
Destroyed ship
|
10
|
12
|
14
|
16
|
18
|
20
|
|
Victory
|
40
|
48
|
56
|
64
|
72
|
80
|
|
Honorary achievement
|
40
|
48
|
56
|
64
|
72
|
80
|
|
Heroic achievement
|
80
|
96
|
112
|
128
|
144
|
160
|
|
Personal order
|
40
|
48
|
56
|
64
|
72
|
80
|
|
Co-op Battles
|
Destroyed ship
|
5
|
6
|
7
|
8
|
9
|
10
|
Victory
|
20
|
24
|
28
|
32
|
36
|
40
|
|
Personal order
|
20
|
24
|
28
|
32
|
36
|
40
|
|
Ranked Battles
|
Victory
|
120
|
|||||
Clan Battles
|
Victory
|
200
|
|||||
Operations
|
Each star when victorious
|
20
|
|||||
Please note, the rules of the competition available in the game client display an incorrect number for points awarded per star for each victorious battle in Operations.
In addition to the team rating, the competition will also have a personal rating: the "My Contribution" section has all of the information about team results, your personal achievements, and daily rewards. The more points you earn, the more tokens you get!
PERSONAL ORDERS
You might receive a personal order during Random and Co-op Battles. If you complete this, you'll earn additional points. The exact requirements of the order will depend on your ship.
Please note: an order can only be completed during the battle in which you received it in. Progress is not saved.
The order itself and progress towards it are displayed directly in battle or can be found under the Tasks tab accessed by pressing Tab.
BALANCING OF TEAM POINTS
Each day of the competition represents a separate Stage. The team with the most points per day wins the Stage. The following day, tasks for their personal rating will become harder for the winning team, and the rewards more valuable.
The losing team, however, always gets the normal difficulty level for their personal rating the following day.
At the same time, the losing team will receive a modifier that gets applied to the points they earn the next day, helping them to close the gap quicker. Bear in mind that this modifier is applied only to team points and doesn't have any effect on personal rating or the Wall of Valor.
In total, there are four difficulty levels:
In addition to the team rating, the competition will also have a personal rating: the "My Contribution" section has all of the information about team results, your personal achievements, and daily rewards. The more points you earn, the more tokens you get!
PERSONAL ORDERS
You might receive a personal order during Random and Co-op Battles. If you complete this, you'll earn additional points. The exact requirements of the order will depend on your ship.
Please note: an order can only be completed during the battle in which you received it in. Progress is not saved.
The order itself and progress towards it are displayed directly in battle or can be found under the Tasks tab accessed by pressing Tab.
BALANCING OF TEAM POINTS
Each day of the competition represents a separate Stage. The team with the most points per day wins the Stage. The following day, tasks for their personal rating will become harder for the winning team, and the rewards more valuable.
The losing team, however, always gets the normal difficulty level for their personal rating the following day.
At the same time, the losing team will receive a modifier that gets applied to the points they earn the next day, helping them to close the gap quicker. Bear in mind that this modifier is applied only to team points and doesn't have any effect on personal rating or the Wall of Valor.
In total, there are four difficulty levels:
Difficulty level
|
Points
|
Allowance Tokens
|
Modifier for the loosing team
|
Normal
|
100
|
8
|
-
|
200
|
8
|
||
300
|
8
|
||
400
|
8
|
||
500
|
12
|
||
Hard
|
100
|
8
|
+25% points
|
200
|
8
|
||
400
|
12
|
||
500
|
12
|
||
1500
|
20
|
||
Very Hard
|
100
|
8
|
+100% points
|
200
|
8
|
||
500
|
20
|
||
1500
|
20
|
||
2000
|
30
|
||
Extreme
|
100
|
8
|
+300% points
|
200
|
8
|
||
1500
|
30
|
||
2000
|
30
|
||
3000
|
45
|
Example: Team Honor wins the first day of the competition. The next day, players who choose to join this team will see the difficulty level for their personal rating rise to "Hard." Accordingly, in order to receive the maximum reward for their personal rating, they need to score 1,500 points instead of 500.
The difficulty level doesn't change for Team Glory, they still need to earn 500 points in order to get the maximum reward for their personal rating. At the same time, the number of points they earn for their team grows by 25%. So, if you enter a Random Battle in a Tier X ship and destroy 3 ships (60 points), receive a heroic achievement (160 points), and win (80 points), you will be awarded 300 points for your personal rating and 375 points (300+25%) for the team rating.
If Team Glory wins this day, the difficulty level for them rises to "Hard", while Team Honor's difficulty level returns to "Normal'.
WALL OF VALOR
The Wall of Valor shows your achievements and enables you to compare your progress against the results of the Top-100 players.
The more points you've obtained and the higher your position on the Wall of Valor; the more tokens you get for the Armory at the end of the day.
The Wall of Valor is updated daily, and the final results become available as soon as a competition day ends. In the upper part of the table, you can select a particular day and see its results.
Wall of Valor after a competition day Allowance Tokens Total
Top 5% 4 16 + 4 = 20
Top 10% 4 12 + 4 = 16
Top 25% 4 8 + 4 = 12
Top 50% 4 4 + 4 = 8
All active participants 4 4
Put simply, you'll get Allowance Tokens for:
- The victory of your team in the current competition day—4 tokens.
- The number of points you earn for your personal rating—from 8 to 121 tokens per day, depending on the difficulty level.
- Wall of Honor's final results for a competition day—from 4 to 20 tokens
WILL TO VICTORY
By playing for one of the teams for 15 days in total, you'll receive a reward for loyalty to that team—a commemorative patch and flag. It's not necessary to stay with one team all days in a row. You are free to select a team depending on your preferences and difficulty level. Thus, you can earn rewards for playing on both teams if you wish.
By playing for either of the teams for a total of 20 days, you'll receive a commemorative patch and the "Victory" competition flag.
RULES
You can always consult the latest edition of the competition rules on a special tab in the event screen. There you’ll find a general description of the event, information regarding team balance, your personal progress, details on the Wall of Valor, an explanation of the loyalty and Will to Victory mechanics, and the rules for summing up the results of a day.
ARMORY
You can exchange any Allowance Tokens that you earn during the competition in the corresponding section of the Armory.
- Soviet Premium cruiser

VII Lazo! - This Soviet Project 68 light cruiser has large dimensions and carries a formidable main battery that comprises twelve 152 mm guns. Lazo is well suited to long-range engagements. She excels at exchanging fire over long distances due to the trademark features of her Soviet artillery, and through utilizing the specific parameters of her Spotting Aircraft consumable. There are just a couple of Tier VII ships that can hold this cruiser accountable for her boldness.
- The special "Victory Banner" permanent camouflage for Soviet ships

VIII Vladivostok, 
VIII Chapayev, 
VIII Ognevoi, 
VIII Kiev—500 tokens. - The expendable "Victory" camouflage—12 tokens.
- "Soviet Era" containers with a chance to get a combat mission granting early access to Soviet battleships—30 tokens.
- 3 days of Warships Premium Account—200 tokens.
- Various signals—the number of tokens required depends on the signal type.
Additionally, you can spend doubloons in the Armory to get hold of Soviet Era Premium containers. These come with a lavish amount of in-game loot and carry a high chance of unlocking early access to Soviet battleships.
You can view the full contents of the new Armory section in the game client.
SOVIET BATTLESHIPS
One of the most pleasant features of the "Victory" competition is the chance it offers to players to be among the first to try out the Soviet battleships, an entire month before their release and introduction to the Tech Tree. "Soviet Era" containers can drop a combat mission that will reward you with one of these ships: 
V Pyotr Velikiy, 
VI Izmail, 
VII Sinop, 
VIII Vladivostok.
These missions are very simple. To get a Tier V ship, you'll need to earn 10,000 Base XP in Operations, Random, Co-op, Ranked, or Clan Battles. For Tier VI—12,000 XP; Tier VII—14,000 XP; and to obtain Vladivostok you'll need to earn 16,000 XP.
As soon as you complete the mission, the corresponding battleship will arrive in your Port together with a 3-point Commander, a Port slot, and all modules researched and purchased.
You can complete these missions until June 24.
Please note: in Update 0.8.3 you can't research the next ship in the branch and a single account can get each combat mission only once.
How do Soviet battleships differ from their counterparts?
The concept of Soviet battleships presupposes an aggressive playstyle and engagements at close and medium distances.
- Their main battery guns have good accuracy at close and medium distances, but as a trade-off they suffer from having the worst shell dispersion at long distances among all same-type ships. The accuracy of these battleships changes more dramatically with distance than it does for their counterparts.
- Powerful guns with decent armor penetration only reinforce the role of Soviet battleships as capable close-quarters brawlers. At Tiers IX and X they have turrets with high rotation speeds and convenient traverse angles, allowing you to quickly get your bearings in battle and react to any emerging threat in a timely fashion.
- Good armor that’s especially effective against high-explosive shells is another advantage, tipping the balance in favor of offensive tactics. Sailing at an acute angle will allow you to confidently advance while deflecting enemy shells.
- Another asset helping these ships survive in close-quarters engagements is the "Damage Control Party" consumable with some special settings, namely a quick reload time that will come in useful for high-intensity situations. However, pay close attention to one unusual feature: this consumable has only a limited number of charges.
- Despite having a rather large turning circle, Soviet battleships can easily carry out accurate maneuvers in the heat of battle and profit from their specific armor layout thanks to their quick rudder-shift times.
The new Soviet ships are quite unusual and differ from battleships of other nations. Keeping their peculiarities in mind, you'll need to review your conventional approach to the game. In return, the ships that form this new branch will reward you for skillfully working with the advantages they offer.
This is only the first part of the event that’s coming in Update 0.8.3. So hold tight, we have even more exciting things in store for you!
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