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World of Warships World of Warships [Sammelthread] Teil 2

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Für weitere Antworten geschlossen.
Eigentlich ist das ein reiner Witz das die es nicht hinbekommen eine einfache Liste zu erstellen was erlaubt ist und was nicht bei den Mods. Unglaublich.

Seit Sonntagabend steht endlich die Dimitri Donskoi im Hafen. Ein,... ich sag mal interessantes Schiff. Irgendwie erfordert das Ding eine komplette Umgewöhnung. Nach 12 Spielen tue ich mich immer noch schwer. Die Donskoi kann eigentlich alles. Railguns, gute AA, Def AA, Radar und Reparieren. Der Wendekreis ist im vergleich zu den ganzen Vorgängern auch deutlich besser. Problem an der Geschichte, das Ding ist riesig. Dadurch leicht zu treffen. Ich glaub in jedem Match werde ich von 17-20 km entfernten Schlachtschiffen getroffen. Wenn die Treffen, kann man direkt hoffen, dass man nur eine Zitadelle bekommt. Die schlechte Sichtbarkeit trägt ihr übriges. Ich komm mit allem auf 12,3 km. Das ist glaub ich ca. die Sichtbarkeit der Baltimore und Ibuki ohne Kapitän und Tarnmodul.

Hin und wieder zeigt sie ihr potenzial. Leider kann ich das ganze noch nicht in konsistente Leistung umwandeln. Schadensmäßig ist das auch überhaupt nicht pralle aktuell. Ich habe versucht meine passive Spielweise von der Molotov zu übernehmen, aber selbst das ist immer noch zu offensiv. Generelle tue ich mich mit der Iowa und nun mit der Donskoi schwer, da die vom Support leben. Die Fletcher läuft dagegen tadellos und bringt die gleichen guten Ergebnisse ein, wie die Vorgänger.
 
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Herdware schrieb:
Na, so weit sollte man es aber nicht kommen lassen. ;)

Ist bei mir normal, bei fast allen Sachen im Leben. Sobald ich irgendwas zu oft mache, dann stellt sich bei mir eine Abneigung dagegen ein, aber sehr sehr schnell. Das führt dann eben zur besagter Übelkeit.


Auch wenn es ein Schritt in die richtige Richtung ist, die Tatsache, dass 'es keine konkrete Liste zu verbotenen Mods gibt, liegt nicht an den Mitarbeitern, die keine Infos weitergeben, sondern daran, dass es intern so entschieden wurde, weil versierten Spielern eben zuzutrauen ist, dass sie wissen, was erlaubt ist und was nicht.' ist schon etwas fragwürdig.

Ich meine, wir sind uns ja hier in einer relativ kleinen Gruppe noch nicht mal wirklich einig darüber was ein unfairer Mod ist und was nicht! An dieser Stelle täte WG EU (muss man ja differenzieren) gut daran, zumindest eine Liste mit erlaubten Mods herauszugeben.


Persönlich finde ich, dass es einfach nur eine schwache Ausrede von WG ist. Nicht jeder Spieler ist "versiert" und wie schon gesagt, selbst unter den "versierten Spielern" gibt es keine Einigkeit was wirklich okay ist und was schon in Richtung "unfairer Vorteil" geht.
Mootality hat es ja auch momentan erwischt, auch wieder nur ein kleiner Teil eines Modpacks.
 
mal auf mein Tablet runtergeladen und angespielt. Scheint ganz witzig. Ich komme eigentlich von den Panzerkollegen, wollte aber mal antesten obs spaß macht.

Welchen Nationund Linie könntet ihr für den start empfehlen? Ich dachte ich fange erstmal mit den amis an und teste alle typen mal auf T2 an um zu gucken was mir liegt
 
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Hallo Hanni2k und willkommen auf hoher See!

Prinzipiell keine schlechte Idee. Im Allgemeinen würde ich empfehlen mit der USN oder der IJN anzufangen, da diese gegenüber RU und D den Vorteil haben, dass sie bereits vollständige Tech Trees besitzen. So hast du die Möglichkeit alle vier Schiffsklassen mal auszuprobieren. Auch würde ich die Kreuzer von USN und IJN als anfängerfreundlicher einstufen.

MfG tb
 
Mal schauen wielange mich das spiel motiviert. Aberbei WoT ist man ja auch einiges gewohnt

Habe jetzt mal mit USA angefangen, weil da alle Schiffe verfügbar sind. Die Kreutzer scheinen ein wenig so die "Mediums" zu sein?
 
Die doch relativ geringe Menge an Schiffen lässt momentan eine Einteilung für das Spielgefühl im Hightier vom Low-Tier aus nicht wirklich zu, der Spielstil ändert sich je nach Reihe ein oder mehrmals.

Empfehlenswert sind am Anfang BBs und Kreuzer, die japanischen DDs noch, da man mit ihnen Stealthtorpen kann und nicht so nahe an die Gegner muss.

Bei den BBs empfinde ich die japanischen BBs etwas besser, da von Anfang an mobiler, was das Reagieren auf den Schlachtverlauf etwas einfacher macht. Die BBs der Japaner bleiben auch bis T9 eigentlich gleich (Mobil). T9 und T10 (Izumo und Yamato) sind dann eher "Panzerschweine" (wobei bei der Izumo sich darüber einige streiten, dazu kann aber sicher Herdware was sagen hier).

Die amerikanischen BBs sind bis einschließlich T7 (Colorado) gleich. Langsam, mittlere Reichweite (mittels Modul dann auch hohe Reichweite), dafür gut gepanzert. Ab T8 (North Carolina) werden die amerikaner eher vergleichbar mit den Japanern der Stufen T4-T8. Schneller, nicht mehr so gut gepanzert. Was die amerikaner aber durchgehend gut haben ist die Anti-Air gegen Flieger.

Bei den Kreuzern:
Japanische Kreuzer spielen sich bis einschließlich T4 eher wie übergroße DDs (Zerstörer). Ab T5 (Furutaka) spielen sich die japaner quasi gleich (Mogami ist im Stock-Zustand ohne Verbesserungen eine Ausnahme): schnell, wendig, gute Kanonen mit guter HE-Munition für Brände legen, die AP ist auch akzeptabel. Dazu kommt noch eine sehr gute Tarnung, die Panzerung dagegen ist nicht so gut, aber durch ihre niedrigen Aufbauten und schmale Form überlebt man relativ gut den Beschuss. Haben alle Torpedos.

Amerikanische Kreuzer spielen sich bis einschließlich T6 relativ gleich, wobei man ab T6 keine Torpedos mehr besitzt. Bis einschließlich T6 sind die Amerikaner Bombardierer mit HE und AP auf kurze Entfernung (unter 10km, oder besser weniger). Relativ hohe Flugzeit der Granaten, dafür hohe Feuergeschwindigkeit.
T7 und T8 spielen sich ähnlich wie die Japaner, nur mit AP an Stelle von HE. Die Flugbahn der geschosse ist nicht mehr so hoch, man kann auch auf über 10km zitadellen mit AP (auch gegen Schlachtschiffe). Dafür halten die Schiffe nicht mehr so viel aus, vor allem die Pensacola ist dadurch nicht sehr leicht zu spielen. T9 und T10 sind dann wieder ähnlich zum T6 Schiff, relativ hohe Flugbahn der Geschosse, T10 hat dabei die höchste Feuergschwindigkeit aller Kreuzer.

Deutsche und russische Kreuzer sind für den Anfang nicht so empfehlenswert, da sie relativ wenig aushalten (vor allem die T4 und T5 Schiffe sind da für Neulinge sicher recht abschreckend) und man mit deren Munitions-Arten "jonglieren" muss. AP ist recht stark bei beiden, die deutschen haben aber bis einschließlich T7 eine relativ hohe Flugzeit und Geschossbahn der Kugeln was Zielen daher nicht einfach macht.
Die Russen sind da das genaue Gegenteil: recht flache Geschossbahn und kurze Flugzeit der Geschosse. Dürften daher etwas einfacher zu spielen sein, aber halten recht wenig aus (wobei meine Erfahrung mit dem T6 Schiff bis jetzt gar nicht so schlecht ist was Schaden wegstecken angeht).


DDs (Zerstörer) spielen sich bei allen bisherigen Nationen unterschiedlich, aber in ihrer jeweiligen Linie konsistent.
Japaner haben eine sehr gute Torpedoreichweite und Tarnwerte, dafür recht schelchte Kanonen, man bleibt mit ihnen hinten und torpediert aus der Tarnung heraus den Gegner.
Amerikaner haben eine kurze Torpedoreichweite, dafür sehr schnellfeuernde, aber bogenschussartige Geschütze.
Russische haben eine nochmals kürzere Torpedoreichweite, dafür präzise, flachschießende Geschütze mit recht guter AP Munition um auch Kreuzer von der Seite her gut zitadellen zu können.
Die Amerikaner und Russen eigenen sich recht gut zum Jagen anderer Zerstörer und als Support gegen BBs und Kreuzer.


Soweit meine bisherigen Erfahrungen.
Empfehle für den Anfang daher eher die japanischen und amerikanischen BBs/Kreuzer.
Ergänzung ()

Hanni2k schrieb:
Habe jetzt mal mit USA angefangen, weil da alle Schiffe verfügbar sind. Die Kreutzer scheinen ein wenig so die "Mediums" zu sein?

Ja, in etwa. Die "vorgesehene Aufgabe" ist in etwa vergleichbar: in WoT sollen die Mediums Lights jagen, in WoWS sollen Kreuzer Zerstörer jagen.
Leider ist die Realität (wie in WoT, vor allem im Hightier) etwas weit weg davon.
 
Der arme alte Man, darf mal wieder das Versuchskaninchen spielen: Patch 0.5.6 am 25.05. auf NA D.h. einen Tag später wohl bei uns.

The 'Teamkiller' status now takes into account allied aircraft destroyed in an Air Squadron Assault, launched by pressing [Alt], as well as damage to allies from fire and flooding!

Auf deutsch: Wer freundliche Flieger strafed, kann ebenfalls belangt werden!

Sind wir mal gespannt.


MfG tb
 
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Auch die eigenen Flieger? Ich lasse gern eine gegen mehrere Gegnerstaffeln kämpfen und eine andere räumt dann mit Alt auf.
Wird wohl nicht bestraft denke ich ;)

Shokaku wurde gestern erforscht und wird gekauft sobald es Rabatt gibt.
 
konean schrieb:
Eigentlich ist das ein reiner Witz das die es nicht hinbekommen eine einfache Liste zu erstellen was erlaubt ist und was nicht bei den Mods. Unglaublich.

Das erinnert mich stark an unseren deutschen Gesetzgeber. Der neigt in einigen Bereichen auch zu extrem schwammigen Gesetzen, die völlig offen lassen, was noch erlaubt und was schon verboten ist. (Urheberrecht, Leistungsschutzgesetz usw.) Ob man ein Verbrecher ist oder unschuldig, stellt sich in jedem Einzelfall immer erst nach einem Gang durch alle juristischen Instanzen heraus.
Vielleicht verfolgt Wargaming damit das selbe Ziel. Durch die absichtliche "Rechtsunsicherheit" will man die Spieler so einschüchtern, dass sie im Zweifelsfall lieber ganz auf Mods verzichten, als eine Strafe zu riskieren.
Nach dem Motto: Würde man klare Grenzen ziehen, dann würde man die Spieler ja quasi auffordern, die nach Möglichkeit auszureizen.

Ob die Rechnung so aufgeht, kann ich nicht sagen, aber mir wären klare Grenzen trotzdem lieber. Auch wenn ich bisher noch gar keine Mods benutzt habe.

Relaxo32 schrieb:
T9 und T10 (Izumo und Yamato) sind dann eher "Panzerschweine" (wobei bei der Izumo sich darüber einige streiten, dazu kann aber sicher Herdware was sagen hier).

Die Izumo ist schon ein träges, riesiges Ungetüm. Auch wenn sie ziemlich schnell ist. Dass wegen der merkwürdigen Anordnung der Türme nur in sehr kleinen Winkeln alle Geschütze einsetzbar sind, hilft auch nicht gerade, und zwingt einem eine ziemlich "statische" Spielweise auf. (Nase in Richtung auf den Feind und sich langsam vor und zurück tasten.) Das hat mir nicht viel Spaß gemacht, auch wenn ich mit der Izumo eigentlich ziemlich erfolgreich war.
Die Yamato fühlt sich dann überraschenderweise wieder viel beweglicher an. Subjektiv sogar beweglicher als meine Iowa (noch fast ohne Upgrades). Bis jetzt habe ich noch keine wirkliche Schwäche an der Yamato gefunden. Nur in extremem Nahkampf können die langsam drehenden Türme etwas stören, aber sonst habe ich damit kein Problem.
Die Yamato ist wirklich ein tolles Schiff, das jedem gefallen sollte, der gerne Schlachtschiffe spielt. :D
 
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Der Patch wird wohl Donnerstag kommen.
Einen Tag vorher auf NA.
Die High Tier DDs der Japaner verlieren wohl Ihre long Range Torpedos komplett.
Da bin ich wieder zu spät. Shima hab ich noch nicht.
Kagero lief auch so sehr bescheiden bei mir die letzten Tage. Dann hab ich noch 8 km und 6,4 km Torps, da ich die Torpedobeschleunigung geskillt habe. Für so einen Nahkampf ist die Kagero zu lahm und zu träge....

Patchnotes NA:
The update is scheduled for May 25 and will be applied on the servers from 03:00 PT/ 06:00 ET until 05:30 PT/ 08:30 ET during which the game server will be offline.


The following Premium Ships have been added, purchasable for Doubloons in the Port. The list will be extended with future releases. The Premium ships released for 0.5.6 are: Tachibana, Texas, Diana, Molotov, Mikhail Kutuzov, Emden, Tirpitz, Campbeltown, Warspite, Blyskawica.

Das ging ja nun sehr flott, ob das bei uns auch zu diesem Patch passiert....


Camo up!

New permanent camouflage patterns have been added for the following ships: Yorck, Hiryu, Roon, Hatsuharu, Myoko, Shchors, Dmitri Donskoi, Kiev, Ranger, New York and Cleveland.

Premium Ships

The following Premium Ships have been added, purchasable for Doubloons in the Port. The list will be extended with future releases. The Premium ships released for 0.5.6 are: Tachibana, Texas, Diana, Molotov, Mikhail Kutuzov, Emden, Tirpitz, Campbeltown, Warspite, Blyskawica.

We have also added the US tier VII Premium cruiser Indianapolis for testing by Wargaming employees and Supertesters. This ship is not yet available for purchase, but you may encounter it in battle.

Ship Rebalancing

Major levelling up changes were made to several ships that received new or overhauled hulls. Moreover, many ships underwent slight modifications in their performance characteristics and configurations of their AA and/or secondary guns. We have decided to spell out all the details for game balance changes below.
Jump to your favorite nation: U.S.S.R I Germany I USA I Japan

U.S.S.R/Russia
46-K, 66-K, 70-K AA mounts

Increased firing range of AA guns for several ships.

37mm 46-K AA mount: firing range increased by 0.3km (from 3.2km to 3.5km).

Affected ships:

Budyonny, hull (B)
Shchors
Udaloi, hull (B)
Khabarovsk

37mm 66-K AA mount: firing range increased by 0.3km (from 3.2km to 3.5km).

Affected ships:

Chapayev, hull (A)
Kiev, hull (B)
Udaloi, hull (A)

37mm 70-K AA mount: firing range increased by 1.2km (from 2km to 3.2km).

Affected ships:

Orlan, hull (A)
Kirov, hull (B)
Molotov
Budyonny, hull (A)
Gnevny, hull (B)
Gremyashchy
Ognevoi, hull (B)
Kiev
Tashkent, hull (A)

Udaloi

Torpedo launch angles were slightly adjusted.

For her aft torpedo tubes, the launch angle was increased by seven degrees
For her broadside torpedo tubes, the launch angle was decreased by two degrees and shifted towards the ship's bow

Svietlana

AA defenses were slightly improved for her top hull.

Hull (B): 4х1 45mm 21-K AA mounts were replaced with 9х1 76.2mm Lender guns. As a result, the AA engagement area radius increased by 0.5km (from 2.5km to 3km) and the average AA damage increased by 6 points (from 8 to 14 points)

Molotov

AA defenses were slightly improved.

Four 37mm 70-K AA mounts were added on top of her second and third main turrets. As a result, her average AA damage within the 3.2km (previously 2km) AA engagement area radius increased by 22 points (from 46 to 68 points)

Moskva

Secondary guns were improved.

Firing range of her secondary guns was increased by 1.5km (from 5km to 6.5km) and the area of the dispersion ellipse for shells fired from her secondary guns was decreased by 25%


Germany
Karlsruhe

AA defenses were slightly improved, and two torpedo launchers were added to her top hull.

Hull (B) was replaced with the new one. The new hull has two additional broadside torpedo tube mounts (4 mounts in total for this hull) and an extra 88mm L/45 MPL C/13 AA mount
Average AA damage within the 3km AA engagement area radius increased by 2 points (3 -> 5 points)
Main turret's armament has been improved: 5mm have been added to the lower part of the turret's shield - 1mm armament layer has been removed from the back side

Königsberg

AA damage was slightly shifted in favor of long range AA guns.

Hull (B) was replaced by the new one. The new hull has the catapult gear for launching catapult fighters and a new set of AA defenses: 4х1 20mm Flak 38, 4x2 37mm Flakzwilling 30, and 3x2 88mm L/76 Dop. L. C/32 AA mounts. As a result, her AA damage was redistributed in favor of long range AA guns:
Average AA damage within the 2km AA engagement area radius increased by 6 points (to 12 points)
Within 3.5km AA engagement area radius: Decreased by 28 (38 -> 10 points)
Within 4km AA engagement area radius: Increased by 16 (8 -> 24 points)
Secondary guns have become stronger thanks to the addition of all-purpose twin turrets

Nürnberg

Nürnberg gets an alternative hull where the catapult gear and two torpedo tube mounts had been removed but AA capabilities had been significantly reinforced.

The alternative hull © can be researched after researching hull (B). This hull boasts a formidable set of AA defenses:
6х1 20mm Flak 38, 14x2 20 mm Flakzwilling 38, and 2x4 20mm Flakvierling 38 (engagement area radius: 2km; average damage: 89 points)
8x1 40mm L/56 Flak 28 (engagement area radius: 3.5km; average damage: 60 points)
4x2 88mm L/76 Dop. L. C/32 (engagement area radius: 4km; average damage: 32 points)
If the ship had acquired Elite status before the update was released, the new alternative hull © will be researched without any XP cost for the player

Admiral Hipper

Received a new top hull with an impressive bow and reinforced AA capabilities. For hulls (B) and ©, a more powerful HE shell type was added to replace the old one.

Hull (A): two 20mm Flak 38 AA mounts were removed. As a result, the average AA damage within the 2km AA engagement area radius decreased by 6 points (from 30 to 24 points)
Hull (B) was replaced by the new one, with the bow and a new set of AA defenses:
6x1 20mm Flak 38, 8x2 20mm Flakzwilling 38: the average AA damage within the 2km AA engagement area radius decreased by 16 points (from 68 to 52 points)
4x2 37mm Flakzwilling 30, 6х1 40mm L/56 Flak 28: the average AA damage within the 3.5km AA engagement area radius increased by 10 points (from 45 to 55 points)
6х2 105mm L/65 Dop. L. C/31: the average AA damage within the 4.5km AA engagement area radius did not change and is equal to 100 points
We added a subsequently researched hull © with the bow and more powerful set of AA defenses in comparison to hull (B):
4х2 20mm Flakzwilling 38, 6x4 20mm Flakvierling 38 (engagement area radius: 2km; average damage: 53 points)
18x1 40mm L/56 Flak 28 (engagement area radius: 3.5km; average damage: 135 points)
6x2 105mm L/65 Dop. L. C/31 (engagement area radius: 4.5km; average damage: 100 points)
Hulls (B) and ©: the current 203mm Spr.gr. L/4.7 Bdz HE shell type has been replaced by the 203mm Spr.gr. L/4.7 Kz HE shell type. As a result, maximum HE shell damage has increased by 200 points (from 2300 to 2500), and the chances of causing fire have increased by 2% (from 11% to 13%)
If hull (B) had been researched before the update was released, the new hull © will be researched without any XP cost.
If hull (B) had been purchased before the update was released and the ship is still available in the Port, the new hull © will be researched and added for mounting without any cost in XP and Credits.
Hull research and purchase prices have been rebalanced in a way that the overall price of the ship research does not change

Roon

Top hull received significantly reinforced AA defenses. Besides this, she received a new more powerful HE shell type.

Hull (A): three 20mm Flak 38 AA mounts were added, and three 37mm Flak LM/42 mounts were removed. As a result, the average AA damage within the 2km AA engagement area radius increased by 9 points (from 21 to 30 points), and the average AA damage within the 3.5km AA engagement area radius decreased by 31 points (from 148 to 117 points)
The current 203mm Spr.gr. L/4.7 Bdz HE shell type has been replaced by the 203mm Spr.gr. L/4.7 Kz HE shell type. As a result, maximum HE shell damage has increased by 200 points (from 2300 to 2500), and the chances of causing fire have increased by 2% (from 11% to 13%)
Hull (B) received a new set of AA defenses:
8х2 20mm Flakzwilling 38, 4x4 20mm Flakvierling 38: the average AA damage within the 2km AA engagement area radius increased by 5 points (from 55 to 60 points)
16x2 37mm Flak LM/42: the average AA damage within the 3.5km AA engagement area radius increased by 58 points (from 107 to 165 points)
6х2 105mm L/65 Dop. L. C/37: the average AA damage within the 4.5km AA engagement area radius has not changed and is equal to 100 points
The current 203mm Spr.gr. L/4.7 Bdz HE shell type has been replaced by the 203mm Spr.gr. L/4.7 Kz HE shell type. As a result, maximum HE shell damage has increased by 200 points (from 2300 to 2500), and the chances of causing fire have increased by 2% (from 11% to 13%)

Hindenburg

Received a new more powerful HE shell type.

The current 203mm Spr.gr. L/4.7 Bdz HE shell type has been replaced by the 203mm Spr.gr. L/4.7 Kz HE shell type. As a result, maximum HE shell damage has increased by 200 points (from 2300 to 2500), and the chances of causing fire have increased by 2% (from 11% to 13%)
We extended the close range firing sectors of her main guns
Her set of AA defenses was altered - the average AA damage was slightly decreased:
4х2 20mm Flakzwilling 38, 9x4 20mm Flakvierling 38: the average AA damage within the 2km AA engagement area radius decreased by 5 points (from 77 to 72 points)
The AA mounts that had previously been used within the 3.5km AA engagement area were removed: the average AA damage within the 3.5km AA engagement area radius decreased by 30 points (from 30 to 0 points)
8х2 105mm L/65 Dop. L. C/31: the average AA damage within the 4.5km AA engagement area radius did not change and is equal to 133 points
2x1 55mm L/77 Gerat 58, 7x2 55mm L/77 Gerat 58 Zwilling: the average AA damage within the 5km AA engagement area radius decreased by 18 points (from 224 to 206 points)
With the more powerful HE shell type, she will have better performance in encounters with enemy destroyers. AA defenses that have been showing exceeding effectiveness have been slightly weakened, in regards to all the other advantages of the ship

Tirpitz

AA defenses were slightly improved.

The 2x4 20mm Flakvierling 38 AA mount on top of the main turret that was previously unused is now working. As a result, the average AA damage within the 2km AA engagement area radius has increased by 6 points (from 78 to 84 points)
Aiming angles of torpedo tubes were readjusted for both sides of the ship. For the port side, the torpedo launch sector was moved one degree towards the bow. For the starboard side, the torpedo launch sector width was extended by one degree
Additional AA defenses can now be mounted on the main turrets, because the technology required for this has become available in the game.



USA
Omaha

We slightly altered her exterior appearance.

Hull (B): the unused AA mounts have been removed from the main turrets. The ship's battle performance characteristics have not changed

Cleveland

Secondary guns were reinforced.

Firing range of her secondary guns was increased by 1km (from 4km to 5km)

Texas

AA defenses were reinforced.

12x1 20mm Oerlikon Mk4 AA mounts were added on top of the second and the third main turrets. As a result, average AA damage within the 2km AA engagement area radius has increased by 43 points (from 115 to 158 points)

New Mexico

AA defenses were slightly improved for the top hull.

Hull ©: 3x1 20mm Oerlikon Mk4 AA mounts were added on top of the third main turret. As a result, the average AA damage within the 2km AA engagement area radius has increased by 11 points (from 49 to 60 points)

Colorado

AA defenses were slightly improved for the top hull.

Hull ©: 4x1 20mm Oerlikon Mk4 AA mounts were added on top of the third main turret. 2x2 40mm Bofors Mk1 AA mounts were replaced with 2x4 40mm Bofors Mk2 AA mounts. As a result, the average AA damage within the 2km AA engagement area radius has increased by 14 points (from 119 to 133 points), and the average AA damage within the 3.5km AA engagement area radius increased by 9 points (from 152 to 161 points)

North Carolina

AA defenses were significantly reinforced. Her secondary guns were also slightly improved. Firing accuracy of her main guns was enhanced. Now her guns will be more comfortable to fire.

Hull (A): All 2x 20mm Bofors Mk1 AA mounts were replaced with 4x 20mm Bofors Mk2 AA mounts. As a result, the average AA damage within the 3.5km AA engagement area radius has increased by 27 points (from 132 to 159 points)
Hull (B): All 4x 20mm Oerlikon Mk20 AA mounts were replaced with 1x 20mm Oerlikon Mk4 mounts, and all 2x 20mm Bofors Mk1 AA mounts were replaced with 4x 20mm Bofors Mk2 mounts. One 4x 20mm Bofors Mk2 AA mount was added on top of the third main turret. As a result, the average AA damage within the 2km AA engagement area radius has decreased by 10 points (from 168 to 158 points), and the average AA damage within the 3.5km AA engagement area radius has increased by 53 points (from 185 to 238 points)
Firing range of the secondary guns was increased by 0.5km (from 4.5km to 5km)
Traverse angles were extended for the second and third main turrets (previously the traverse angles had been limited by obstructing AA mounts)
Firing accuracy of her main guns was increased by adjusting the distribution of shell impact points within the dispersion ellipse

Iowa

AA defenses were significantly reinforced. The secondary guns were also improved. Firing accuracy of the main guns was enhanced. Now the guns will be more comfortable to fire. Moreover, the ship's maximum speed was increased.

Hull (A): All 2x 20mm Bofors Mk1 AA mounts were replaced with 4x 20mm Bofors Mk2 mounts. As a result, the average AA damage within the 3.5km AA engagement area radius has increased by 65 points (158 -> 223 points)
Hull (B): All 2x 20mm Bofors Mk1 AA mounts were replaced with 4x 20mm Bofors Mk2 mounts. As a result, the average AA damage within the 3.5km AA engagement area radius has increased by 83 points (203 -> 286 points)
Hull ©: All 4x 20mm Oerlikon Mk20 AA mounts were replaced with 1x 20mm Oerlikon Mk4 mounts, and all 2x 20mm Bofors Mk1 AA mounts were replaced with 4x 20mm Bofors Mk2 mounts. One 4x 20mm Bofors Mk2 AA mount was added on top of the third main turret. As a result, average AA damage within the 2km AA engagement area radius has increased by 30 points (from 165 to 195 points), and average AA damage within the 3.5km AA engagement area radius has increased by 80 points (from 222 to 302 points)
Firing range of her secondary guns was increased by 1km (5km -> 6km)
Traverse angles were extended for the second and third main turrets (previously the traverse angles had been limited by obstructing AA mounts)
Firing accuracy of her main guns was increased by adjusting the distribution of shell impact points within the dispersion ellipse
Her maximum speed was increased by 2.2 knots (26.6 knots -> 28.8 knots)

Montana

AA and secondary guns were reinforced, and firing accuracy of the main guns was enhanced. Moreover, the ship's maximum speed was increased.

45х1 20mm Oerlikon Mk4 AA mounts were replaced with 20x1 20mm Oerlikon Mk4 and 20х2 Oerlikon Mk20 mounts, and one 4x 20mm Bofors Mk2 AA mount was added on top of the third main turret. As a result, her average AA damage within the 2km AA engagement area radius has increased by 32 points (from 162 to 194 points), and her average AA damage within the 3.5km AA engagement area radius increased by 16 points (from 302 to 318 points)
Firing range of her secondary guns was increased by 1km (from 5km to 6km)
Firing accuracy of her main guns was increased by adjusting the distribution of shell impact points within the dispersion ellipse
Her maximum speed was increased by two knots (to 30 knots)

Saipan

We made corrections to her exterior appearance.

Now, all aircraft available with the currently mounted Flight Control modification will be shown on her deck, including extra aircraft that are added after the Commander's Air Supremacy skill is mastered

South Carolina

We slightly altered her exterior appearance.

Models of the range finders on main turrets have been improved


Japan
Furutaka

Performance characteristics were improved for the top hull.

Hull © was replaced by the new one, with improved performance characteristics:
Her main guns were reinforced: now the ship is equipped with three twin main turrets (3х2) instead of the previous 6х1 arrangement. Now her new twin main turrets are arranged in a more reasonable and conventional way (two forward turrets and one aft turret) and have higher traverse speed
Her torpedo tubes were reinforced: 2х4 instead of the previous 2х3 configuration. The new torpedo tubes reload slower, but they can launch one extra torpedo in each torpedo salvo
New set of AA defenses: 2х2 13mm/76 Type93 Twin, 4x2 25mm/60 Type96 Twin mod. 1, and 4х1 120mm/40 10th Year Type mod. B2/C:
The AA damage within the 1km AA engagement area radius was nullified (3 -> 0 points)
The average AA damage within the 1.2km AA engagement area did not change (7 points)
The average AA damage within the 3.1km AA engagement area was added (0 -> 20 points)
The average AA damage within the 4.5km AA engagement area radius increased by 10 points (from 10 to 20 points)
Hull (В): rudder deflection speed and amount of XP now correspond with hull ©

The hull will now reflect the landmark modernisation of the ship when she had her main gun turrets upgraded. By making this change, we moved the ship a bit closer to later-period Japanese heavy cruisers to better prepare the player for a change in battle tactics.
Myogi

AA defenses were reinforced for the top hull.

Hull ©: 4х4 12mm/62 "HI" Type and 4х2 40mm "HI" Type91 AA mounts were replaced with 8х2 25mm/60 Type96 Twin mod. 1 mounts. As a result, her average AA damage within the 1.2km AA engagement area radius (8 points) and the 2km radius (32 points) was transferred to the 3.1km AA engagement area radius (40 points). Consequently, the total average damage of her AA guns remained unchanged but their firing range has increased.

Fuso

AA defenses were reinforced for the top hull.

Hull ©: All types of 13mm/76 Type 93 AA mounts whose firing range was 1.2km were replaced with additional 10x1 25mm/60 Type96 mod. 1 plus 8x2 25mm/60 Type96 Twin mod. 1 mounts. As a result, her average AA damage within the 1.3km AA engagement area radius (46 points) was nullified, but her average AA damage within the 3.1km AA engagement area radius has increased by 58 points (from 23 to 81 points). Consequently, both the average damage and the firing range of her AA guns were increased.

Nagato

AA defenses were significantly reinforced for the top hull.

Hull ©: we added 24х1 25mm/60 Type96 mod. 1, 8х2 25mm/60 Type96 Twin mod. 1, and 2х3 25mm/60 Type96 Triple mod. 1 AA mounts. As a result, her average AA damage within the 3.1km AA engagement area radius increased by 95 points (from 93 to 188 points)
Hulls (B) and ©: range finders were added on top of the second and third main turrets.

Amagi

AA defenses were reinforced for the top hull. The ship's secondary guns were also improved.

Hull ©: 25mm/60 Type96 Twin mod. 1 AA mounts were replaced with 25mm/60 Type96 Triple mod. 1 mounts. As a result, the average AA damage within the 3.1km AA engagement area radius has increased by 26 points (from 189 to 215 points)
Firing range of her secondary guns was increased by 0.5km (from 4.5km to 5km)

Fubuki, Kagero, Shimakaze

The range of the torpedoes was generally reduced. To prevent the "torpedo spam" situations in battles and encourage players who prefer high-tier Japanese destroyers to switch to a more aggressive gameplay style, we also removed some torpedo types, whose range was excessive, from the modules available for these destroyers.

Fubuki: Type 90 mod 1 torpedoes were removed
Kagero: Type 93 mod 1 torpedoes were removed
Shimakaze: Type 93 mod 1 torpedoes were removed
The research and purchase costs for the remaining torpedo types were adjusted to keep the total cost in XP and Credits unchanged. Players will receive compensation for the removed torpedo types

Katori

Increased survivability of her main guns.

Endurance of the turrets increased 1.5 times

Kuma

Reinforced AA defenses for her top hull. The AA defense capabilities were reinforced to improve the ship's balancing against other tier IV cruisers.

Hull (B): The 2х1 7.7mm/80 Type90 AA mounts were replaced with 2х1 13mm/76 Type93 AA mounts, and 6х2 25mm/60 Type96 Twin mod.1 AA mounts were added.
Average AA damage within the 1km AA engagement area radius was nullified (from 3 to 0 points)
Average AA damage within the 1.2km AA engagement area was added (from 0 to 5 points)
Average AA damage within the 3.1km AA engagement area radius increased by 20 points (from 10 to 30 points)

Aoba

We increased her survivability and reinforced her AA defenses. The increase in performance characteristics is intended to show the qualitative difference between Aoba and her predecessor in the ship branch (Furutaka)

Hulls (A) and (B): The 4х1 120mm/40 10th Year Type mod. B2 AA mounts were replaced with 4х1 120mm/40 10th Year Type mod. B2/C mounts. As a result, the average AA damage within the 4.5km AA engagement area radius has increased by 10 points (from 10 to 20 points)
Hull (A): the ship's HP was increased by 4,200 points (from 26,300 to 30,500)
Hull (B): the ship's HP was increased by 1,400 points (from 30,500 to 31,900)

For all Commanders who have specialisation in the affected ships, players will have the possibility to redistribute skill points of such Commanders for free

Sound Effects/Music

Added music tracks to the "Yokosuka" Port
Enhanced the overall sound design of the game. The improvements were made for shot sounds at low sound settings, sounds played when the camera is tracking shells/torpedoes after firing, sounds played when the camera is tracking air squadrons, AA gun sounds for the guns included in the medium AA engagement area, and ship destruction sounds
Shot sounds were reworked to achieve a cleaner sound without overloading the audio system
We changed the way musical tracks are stored. This will reduce the size of updates related to the game's soundtrack


Interface Overhaul

In Update 0.5.6, we introduced an important interface improvement: fully overhauled post-battle statistics. Now players will be able to see detailed information about their battle results and interactions with other players.

We added information about the total damage caused and received in battle to the "Personal Score" tab
The Detailed Report tab was fully reworked. Now players will be able to see detailed information about the damage caused to each enemy ship, including incapacitated modules. The information about the damage caused and received in battle (broken down by damage type) will now be displayed with more detail. Moreover, this tab will now include information about the player's "Team Killer" status and the number of battles required for this status to be removed
The economical information has been moved to a separate tab named "Credits and XP." This tab will include detailed information about the player's earnings and expenses, including all active XP and Credit modifiers. We hope that with this tab, the game's economy model will be more transparent and understandable to players.

The minimap has been extensively reworked to make it more informative.

Now the bisecting line will be displayed on the "spotting cone" to help the player stay more aware of their ship's direction
We added an icon that will be displayed on the minimap when the corresponding enemy target is locked
Now players will be able to set autopilot waypoints directly on the minimap when playing in aircraft carriers

Moreover, players will be able to customise the display of additional information on the minimap:

"Circles" showing the detectability range by sea and by air. The radius of these circles will dynamically change depending on various modifiers (for example, after firing a shot from the main guns)
"Circles" showing firing ranges for main guns, secondary guns, AA guns, and torpedoes
Markers on the minimap showing where an enemy ship was last spotted

Improvements were made to other parts of the interface as well: we implemented a lot of minor yet very useful tweaks based on feedback from players.

If the AA/secondary guns are off at the moment the player designates a priority target (default Ctrl+LMB), the AA/secondary guns will open fire
In case the player causes damage to an ally, a warning notice will appear in the chat
When in Spectator mode, hints will disappear after the first click on them
From now on, once a player spawns in a battle, they will see the chat history for that particular battle
The display of the distance to a catapult-launched aircraft has been enabled
To help players better understand the main gun ballistics and evaluate the ability of the shell to hit the target, an in-game indicator will appear whenever a player is likely to hit the terrain

We fixed a bug that caused main gun shells to hit the landscape due to incorrect operation of the targeting system. Previously, when a player was aiming at a target that was behind the mountains/island, the system wouldn't always "understand" their intentions correctly and sometimes the effective aim point was placed on the mountain/island rather than on the hypothetical course of the target

When hovering over a ship's XP bar, a hint will pop up showing the ship's performance characteristics, including updated information on the state of that ship's AA defense/secondary guns
Enhanced the visual display of damaged torpedo mounts on a ship's dynamic icon in artillery firing modes and the torpedo launch mode. A player will now be able to see the current condition of their ship's armament
The starting position of the camera in a battle may now be configured in the Settings
Experience and Credit modifiers display has been changed from "x1.5" to "50%" for unification purposes


Economics

To make the in-game economy more straightforward and suitable for display in the new post-battle results interface, the calculation scheme has been slightly reworked. Final results may sometimes differ slightly from the previous values due to rounding. Let's see how it works:

A player gets 1,000 XP. They won the battle, had a Premium Account and had an "Equal Speed Charlie London" signal (+50% XP per battle) mounted on their ship.
PREVIOUSLY:[Base XP] х 1.5 for a victory x 1.5 for Premium Account х (1 +0.5 for using the Equal Speed Charlie London signal) = 1,000 x 1.5 x 1.5 x 1.5 = 3,375.
NOW:([Base XP] х 1.5 for a victory x 1.5 for Premium Account) + modifiers to be applied to XP earned = 2,250(1,000 x 1.5 х 1.5) + 1,125(2,250 х 0.5) = 3,375.

Adjusted the selling price in Credits for the following Premium ships:

Arkansas Beta: from 375,000 to 2,137,500
Albany: from 375,000 to 1,162,500
Diana and Diana Lima: from 375,000 to 1,237,500
Iwaki Alpha: from 375,000 to 1,987,500
Tachibana: from 375,000 to 712,500
Kamikaze: from 3,750,000 to 1,762,500
Kamikaze R: from 3,750,000 to 3,000,000


Game Maps and Game Modes

Added a new map, "Okinawa," for tier VII-X battles. The map was created based on the real-life location. Get ready for battles in Domination mode amid picturesque islands and in open water!
Added a new map, "Estuary," that will be accessible for tier VII-IX ships in Domination and Standard Battle modes. Mountain ranges make artillery battles in the centre of the map trickier, but also provide opportunities with extensive pits and depressions in the terrain which provide certain areas with a line of fire
Added a new map, "Neighbors," for tier V-X battleships, cruisers and destroyers and tier VI-IX aircraft carriers . Battles will take place in Domination and Standard Battle modes in the fictional waters somewhere between the shores of England and occupied France. The map has an interesting feature that makes the opposing teams spawn close to their Naval Installations
Added a new map, "New Land," that will be accessible for tier I-III ships in Domination and Standard Battle game modes. The map is small and intended for dynamic battles at lower tiers. It is dotted with icebergs and ideal for combat with lots of movement
On the "North" map, we removed a tiny island in the G9 square because it hampered ship movement while not serving any tactical purpose
Maps "North" and "Northern Lights" are now available for tier VI-X ships


Graphics

Reworked camouflage implementation: camouflage is now applied to secondary battery mounts to give the ship model a more natural look
Reduced the "Z-fighting effect" for objects located at a considerable distance from the player. This effect produced a visual jittering of islands and other objects
Enhanced ship destruction scenarios to increase in-game diversity and make it more atmospheric
Now upon the first launch on 32-bit operating systems, the texture quality settings will be automatically set to "Low," regardless of the OS version


Teamkilling Prevention Improvements

The unsportsmanlike conduct report system that has long been part of the game was not always capable of coping with new challenges. With the release of the game, purposeful killing of teammates and friendly fire have become way too common, and the previous settings of the penalty system ceased to be efficient enough to counter the teamkillers. We believe that the new changes will tame the worst offenders and at the same time provide better protection for fair players.

We lowered the threshold for obtaining 'Teamkiller' status. Now, even minor damage to an allied ship will result in the offender receiving this dishonourable status
The 'Teamkiller' status now takes into account allied aircraft destroyed in an Air Squadron Assault, launched by pressing [Alt], as well as damage to allies from fire and flooding
Compensation for damage caused by allies will cover the full cost of ship repairs, irrespective of how many Credits the offender earns in the corresponding battle. Please note that a fixed portion of the cost of ship servicing and the cost of ammunition will not be compensated
The more often a player breaks the rules of the game and gets the "Teamkiller" status, the more battles they will need to fight without violations in order to return to "normal" status
Regular offenders who damage allies will be subject to a special teamkill penalty calculation scheme. Under that scheme, the amount of damage they inflicted on an ally will be reduced by 90% while the return damage to the offender's own ship will be increased by more than 100% of its initial amount

The penalty mechanics have been reworked:

PREVIOUSLY: Penalties for damage caused to allies used to be applied to the amount of XP determined with the use of modifiers, including Premium Account
NOW: Penalties for damage caused to allies are applied to the final XP value determined after all of the modifiers have been applied
That way players with Premium accounts, signals and other boosters will be receiving similar fines to players without the listed modifiers


Introductory Mission

Allied ships will no longer open fire from secondary guns if the player's ship crosses their aiming line
Fixed a bug that caused hints regarding movement and fire extinguishing to continuously appear on the screen


Other Changes

Fixed the following bugs and issues:

The "Survivability expert" skill sometimes led to a reduction of torpedo damage
Commander skills tooltip message while retraining
Special event notifications remained in the client, even after the event was over
A battle pop-up did not display the amount of remaining equipment
the destroyed ship's propellers were rotating, even if the ship wasn't moving at the moment of destruction
Now maximum fire range of the main caliber gun in the port respects shell ballistics (for some small-caliber guns sometimes it could exceed the actual distance)
Fixed a bug that caused an emergency shutdown of the client when drawing after battle statistics in team battles
A torpedo cone did not display for one torpedo bomber in flight while under barrage fire
Incorrect interaction of the weather effects and the air camera
Fixed incorrect behaviour of the window when entering the battle having an incomplete team
Fixed a bug due to which, upon restarting the client, button configurations were reset
incorrect display of torpedo tube cone statuses at some armor angles
Upon changing weapons the target lock-on did not disappear on the minimap
incorrect display of torpedo effects on ARP Myoko for laptops with Intel ® HD Graphics
Incorrect positioning of the starting points on the "Land of Volcanoes" map
Module data display when retraining commanders
Fixed a bug that caused displaying two simultaneously locked-on targets in the interface
Fixed a bug that caused the disappearance of a strike squadron attack entry radius
Incorrect setting and display of the status of the "Enhance GUI Contrast" parameter in the settings
Fixed a bug that prevented the "Hold the RMB to Take a Look" tooltip from disappearing in the introductory mission
Fixed a display of the black sky for a few seconds when loading the "New Dawn" map
Display of the torpedo hull when aircraft are approaching for attack
It was possible to call a compact list of the carousel without selecting the compact list option
Fixed a bug that caused camouflage disappearance at low graphics settings
Fighter air group weapons load displays when a player received the Teamkiller status
Displaying a ship that needs repairing in port
Issue with flashing shallows on some maps when lifting the camera
Recharge speed is now displayed in the performance characteristics as close as one decimal place
Fixed a bug for some configurations that caused a black screen at the beginning of the battle
Turret rotation angle display after reconnecting to the server
Disabled the possibility of moving the discharge point for squadrons after the start of the attack
An empty list of servers upon the launch of the client
Assorted icons in the Help window have been updated
Incorrect notification sound and animation when attacking the last squadron of aircraft
Incorrect working of the secondary armament at shorter distances
Emergency shutdown of the client after reconnecting to the server when the ship had been sunk
 
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Ist vielleicht hier etwas off topic, aber da das 100. Jubiläum der Skagerrakschlacht kurz bevor steht (31.Mai), und Wargaming hoffentlich zu diesem Anlass irgendetwas veranstalten wird oder zumindest das eine oder andere historische Premiumschiff dazu anbietet, möchte ich nochmal ein altes (copyrightfreies) Buch auf archive.org empfehlen (man kann die dort auch als eBook oder PDF herunterladen), das einen vorab für diesen Anlass in die richtige Stimmung bringen kann:
https://archive.org/details/diezweiweissenv00hase
(Die verlinkte Version ist auf deutsch und trotzdem in moderner Schrift, was bei so alten Büchern selten ist. Also auch für "Normalsterbliche" bequem zu lesen. ;) )

Eine Warnung vorweg, der deutsche Offizier von Hase, der dieses Buch geschrieben hat und damals erster Artillerieoffizier auf dem Schlachtkreuzer Derfflinger war, war (wie man schon am merkwürdigen Titel des Buches erahnen kann) offensichtlich nicht nur Nationalist, sondern auch ein ausgesprochner Rassist. Sowas war zu dieser Zeit leider eher die Regel als die Ausnahme. :(
Wer darüber nicht kritisch hinwegsehen/-lesen kann, der sollte das Vorwort und eventuell auch die Beschreibung der Kieler Woche, in der einzelne, sehr fragwürdige Passagen vorkommen, vielleicht besser überspringen. Wobei dieses kurze Kiel-Kapitel schon ein interessanter Einblick ist, in das Verhältniss zwischen der britischen und der deutschen Flotte bis direkt vor Kriegsausbruch.

Den Hauptteil des Buches über die Skagerrakschlacht selbst kann man dann aber ohne Bedenken lesen. Es ist ein sehr spannender und trotzdem auf professionelle Weise objektiv gehaltener Augenzeugenbericht von einem, der das Chaos dieser größten "modernen" Seeschlacht an forderster Front miterlebt hat.
(Die offizielle Geschichte des Seekrieges im ersten Weltkrieg, die von der britischen Admiralität nach dem Krieg veröffentlicht wurde, basiert beim Thema "Battle of Jutland" zu guten Teilen auf genau diesem Buch, wenn es um die Aktionen der deutschen Hochseeflotte geht. Diese umfangreichen "Naval Operations"-Bände findet man übrigends auch auf archive.org.)

Wenn man dieses Buch gelesen hat, freut man sich um so mehr darauf, dass offentlich bald die deutschen und irgendwann auch die britischen Schlachtschiffe ins Spiel kommen. :D
 
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Also so wie ich das gelesen habe gilt das mit den Fliegern, für jeden befreundeten Träger. Also die klassische Taktik, meine T6 Jäger sind in einem Infight mit 2 T8er Staffeln, mein befreundeter Träger schickt seine Flieger und straft einmal durch. Für mich eine valide Taktik. Wäre natürlich schöner wenn vorher gefragt wird, aber grundsätzlich nichts negatives.

Wenn jetzt aber der T8er Träger in diesem Beispiel dann als TKler endet, dann wird er das lassen und in Zukunft wird dann wohl jeder Träger für sich kämpfen.



Und das mit den Mods: Ich hatte es im dt. Forum schon geschrieben. Wenn man nicht will, dass die Spieler Mods benutzen, dann hilft es wenig wenn man sie mit dem Zaunpfahl in eine Richtung winkt. Da müssen Regeln her. In diesem Fall, müsste WG EU sagen: 'Sorry, wir wollen nicht das ihr Mods benutzt und ab jetzt ist jeder nicht Vanilla Client illegal!' Dann wüsste jeder was Sache ist.
Aber Mods entwickeln zu lassen und deren Nutzung zu dulden, aber ohne (offene) Regeln Spieler abzustrafen ist unterste Schublade!

Immerhin hat sich im englischen Teil, Ev1n dazu herabgelassen mal eine etwas detailliertere Antwort zu formulieren:
Let's start with: don't use any aim-helpers, aim-assists or aimbots. It should be fairly agreeable that a shooter game should require you to do the shooting yourself, within the programmed environment of the game.

Our line has always been to condemn any modifications that produce an unfair advantage over other players in the battle (usually providing information that cannot be readily obtained by others). However, we do know that the line is fine and therefore we are reluctant to jump the gun too quickly on what we consider appropriate and what we do not. Once we're confident enough to name something specific, we will do that.

Now sail forth from this topic and go sink some ships.

QUELLE

Gerade das: Information that cannot be readily obtained by others. Das bedeutet für mich, dass z.B. die Einfärbung von Geschossen oder Torpedos darunter fällt und von heute auf morgen zum Bann führen kann. Aber was ist mit den eingefärbten Teamlisten links und rechts im Gefecht? Bei mir ist da eine Einfärbung drin, zwecks besserer Unterscheidung von Kreuzern, BBs, DDs und CVs. Unfair?


MfG tb
 
Es wird anscheinend nicht einfach für die CVs, mit dem Patch, wenn die AA (z.B. bei der Texas) massiv gebufft wird.

Das die Polin in den Client kommt gefällt mir. Dublonen sollten vllt. in Zukunft ja mal so "abfallen" und dann wird die etwas billiger..
 
Stevo86 schrieb:
Das die Polin in den Client kommt gefällt mir. Dublonen sollten vllt. in Zukunft ja mal so "abfallen" und dann wird die etwas billiger..

Für NA. Bei uns soll sie auch ingame kommen, aber ebenso wie die Tirpitz zu einem späteren Zeitpunkt.
 
Ich bin besonders gespannt auf die Änderungen an den Statistiken nach der Schlacht und an der Minimap.
Wobei WG gerne auch die Möglichkeit hinzufügen könnte, die Minimap wahlweise mehr oder weniger transparent zu schalten. Dann könnte ich sie vergrößern, ohne dass sie zu viel verdeckt. Gerade jetzt, wo sie wesentlich mehr Informationen anzeigt, wäre das meiner Meinung nach sinnvoll.

Ob die ganzen AA-Buffs nötig sind, kann ich schwer beurteilen. In meinen letzten High-Tier-Spielen fielen die Flugzeuge aber auch so schon ziemlich schnell vom Himmel.
Schön sind aber die Reichweiten-Buffs der Sekundärgeschütze und dass die Kanonen von NC und Iowa genauer werden, nehme ich auch gerne mit. :)
 
Ui, das die ganzen US BBs ebenfalls einen AA Buff erhalten ist ja heftig, die waren ja so schon echt stark, zumindest laut diverser Videos...
 
Die Iowa war im Vergleich zur Izumo ja schon stärker, wenn man den Statistiken glauben darf...nun umso mehr.
 
stimmt, wieso US-Schiffe einen AA-Buff bekommen ist mir ein Rätsel. Alleine meine Pensocola holt im Schnitt 30-40 Flieger runder, die Cleve ebenso, die Colo, New Mexi auch, NC holt bei meinen Fliegern nahezu alle runter und die IOWA und Montan flieg ich schon mal überhaupt gar nicht an, weil ich da nicht 1 Torps ins Wasser bekomme mit Shokaku-Fliegern. Finde ich absolut übertrieben, wird es noch mehr Träger geben.
Wo aber steht, das Shima und Kagero keine 20km Torps mehr haben? Hab ich überlesen, oder?
 
Es steht drin das die Torpreichweite bei den Japanern reduziert wird, inkl. wegfallender Torpedotypen. Das finde ich persöhnlich gut, wobei es für die Spieler besagter Schiffe vermutlich sehr unangenehm ist. Aber was da auf höheren Tiers teilweise im Wasser ist macht keinen Spaß mehr.

Fubuki, Kagero, Shimakaze

The range of the torpedoes was generally reduced. To prevent the "torpedo spam" situations in battles and encourage players who prefer high-tier Japanese destroyers to switch to a more aggressive gameplay style, we also removed some torpedo types, whose range was excessive, from the modules available for these destroyers.

Fubuki: Type 90 mod 1 torpedoes were removed
Kagero: Type 93 mod 1 torpedoes were removed
Shimakaze: Type 93 mod 1 torpedoes were removed
The research and purchase costs for the remaining torpedo types were adjusted to keep the total cost in XP and Credits unchanged. Players will receive compensation for the removed torpedo types
 
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