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World of Warships World of Warships [Sammelthread] Teil 2

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Ohne viele Worte meine Bilanz nach 2000 Randoms:


2000Spiele.jpg

Ich hatte zwar irgend wann mal im Verlauf der 16-Punkte-ARP-Kaptain-Mission keine Bock mehr auf WoWS, mittlerweile habe ich aber hoffentlich ein gesundes Maß bzgl der Spielhäufigkeit gefunden. Sogar die Sims hatte ich mir letztens zugelegt (konean, du bist Schuld! Und wenn die Molotov auch noch bei ir im Hafen landet... ;))
 
Glückwunsch!

@Nando: und in etwas mehr als 400 Gefechten kann ich dann meine Stats nach 3k Gefechten posten :freak:


So, gerade mal Dasha reingezogen. Auf den Bastionmodus bin ich besonders gespannt. Mal schauen wie der umgesetzt wurde. Alles andere ist QoL und hoffen wir mal, dass das verbesserte MM auch wirklich verbessert.


MfG tb
 
Hatte mir gestern überlegt ob ich mir die Arizona kaufen soll und mir ein paar Videos angeschaut.
Wie es der Teufel so will war ich in meiner Tirpitz und im Gegner Team gab es eine Arizona. Auf 18 Kilometer schieße ich eine Salve auf die Arizona aber es war ein schwieriger Schuß, weil die gerade am drehen war und ein Berg kam in den Weg meiner Geschosse. Naja egal, 3 Geschosse sind am Berg vorbei geflogen, eines hat getroffen (Resultat im Spoiler).

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Als T6-BB in einer T8-Schlacht ist immer bitter. Da kann man sich eigentlich nur darauf beschränken, Kreuzer zu jagen. Gegen ein T8-BB hat man kaum eine Chance.

So eine Detonation ist allerdings noch mal ein besonderer Schlag unter die Gürtel(panzer)linie. Ich kann mich nur an einen Fall erinnern, bei dem mir ein Schlachtschiff detoniert ist. Das war ein Torpedotreffer in eine Kongo. Sonst kenne ich das spontane Explodieren eigentlich nur von Kreuzern und DDs.

Bleibt abzuwarten, ob das ein krasser Zufall war, oder ob die Arizona eine besondere Schwäche hat, gegen Steilfeuer aus großen Distanzen.
Das würde mich allerdings etwas wundern, denn eigentlich hat sie sogar eine dickere Deckpanzerung als die New Mexico (oder so ziemlich jedes andere BB im Spiel, abgesehen von der Yamato).
 
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Das war aber ein Torpedo und keine Mumpel wie bei Oldman. Zu den Topedos gibts auf Youtube ja ein kleines Video wie ne Yamato von 81000 auf 0 mit einem Torpedo (Bugtreffer) runtergeht. https://www.youtube.com/watch?v=7_87hc2wy5M

Hatte auch bisher nur einmal erleben dürfen das mir eine Atago unter dem Hintern weggetorpt wurde obwohl sie das eigentlich locker hätte überstehen konnen.
 
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@ Lezek: Grats zur 2000 ! :)


oldmanhunting schrieb:
Wie es der Teufel so will war ich in meiner Tirpitz und im Gegner Team gab es eine Arizona. Auf 18 Kilometer schieße ich eine Salve auf die Arizona aber es war ein schwieriger Schuß, weil die gerade am drehen war und ein Berg kam in den Weg meiner Geschosse. Naja egal, 3 Geschosse sind am Berg vorbei geflogen, eines hat getroffen (Resultat im Spoiler).


Na, der wird sich gefreut haben, in seinem neuen Schiff. ;)
 
@XRambo: Wenn dir die englischen reichen? Die dt. Übersetzung lässt nämlich noch auf sich warten.

@Detonation: Ist schon lustig sowas. Und ehrlich gesagt hab ich überhaupt kein Problem mit dem Mechanismus. Das letzte mal ist bei mir glaube ich in einem DD gewesen? So sammelt man wenigstens fleißig Signale für Ranked.

Aber so nach den ersten Eindrücken, behalte ich lieber meine NM bevor ich mir die Arizona hole (auch wenn ein US Trainer (zusätzlich zur Albany... :rolleyes: ) allmählich mal hilfreich wäre). Was ich so mitbekommen habe, soll sie wohl ähnlich trollishe AP haben wie die Ishizuchi. Natürlich nicht ganz so schwach, aber irgendwo doch schwächer als die NM.


MfG tb
 
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News Game Updates

Introducing Update 0.5.8
Game Updates
Yesterday 13 764
The major July Update includes a brand new game mode, Bastion, two new maps, overhauled matchmaking and plenty more.


Subtitles in our supported languages are also available by clicking on the icon in the bottom-right corner.

Release Notes 0.5.8
The patch is scheduled for 7July and will be applied on the servers from 05:30 CEST until 08:30 CEST (UTC+2) during which the game server will be offline.

Quick Navigation: Bastion Game Mode I New Maps I Improved Matchmaker I Audio Improved I Interface Overhauled I Ship Balancing I Other Changes and Fixes

Bastion Game Mode
To provide gameplay diversity during high-Tier battles, we have come up with a game mode called "Bastion".

Available only on the "Atlantic" map for now, this mode will have you assaulting or defending onshore installations, such as forts and strategic stations like radars or smaller fortifications.

Neutralising or capturing these will net you Domination points, so it should be familiar to all who have tried "Domination" battles at higher Tiers. To win, a team should be the first to earn 1,000 points by suppressing and capturing enemy fortifications and destroying enemy ships.

Here is some additional information that will provide deeper understanding of Bastion mode game mechanics:

The mode is available for Tier X battles (Tier VIII, IX and X ships)
There are certain capture sectors for onshore installations on a map. While these sectors are neutral, the installations do not participate in a battle. Once captured, they start to provide fire support and intelligence service to the team who controls them
‘The Atlantic’ – the only map where Bastion mode is currently available – provides two possible settings for capture sectors – sectors 3 and 4. They are chosen randomly
Forts and Surveillance stations lose health points then whey hit with main guns, secondary guns and bombs. Dealing damage to Forts and Surveillance stations causes the loss of capture status of sectors they belong to and brings additional domination score for the team
When a Fort or Surveillance station got run out of their health points, it is considered conquered
Conquered objects are temporarily out of battle and gradually recover their health points. Once recovered, they work as usual
If Fort or Surveillance station located in enemy’s section are conquered, the sector becomes neutral
Forts and Surveillance stations have simplified damage model without armor and fire. Any hit influences an object directly in a full scale
Forts attack enemy ships at the shortest distance to them
Forts equipped with 406 mm artillery guns and 80 mm AA-guns. The type of shells (AP or HE) is chosen randomly
Forts have limited field of view that’s why they perform their best acting together with Surveillance station. Surveillance station are able to locate enemy’s ships and aircraft, but not torpedoes
Forts have their certain sectors of fire and dead zones where they cannot shoot enemy’s ships
Forts characteristics:

Hit points: 300 000
Range of engagement for main guns: 13 km
Loading time (main guns): 3-5 sec
Range of engagement for AA-guns: 5 km
Average damage per second (AA-guns): 77
Visibility: 10 km
View: 5 km (individual), 15 (with allies)
Full HP regeneration: 2,5 min
Surveillance stations characteristics:

Hit points: 9 000
Visibility: 15 km
View: 15 km
Full HP regeneration: 3 min
New Maps
In update 0.5.8, we added two new maps for Tier VII-X ships:

Sea of Fortune

A map depicting a location somewhere between France and Great Britain. The map provides interesting gameplay situations in all directions. The right flank is ideal for aggressive battles involving cruisers and battleships. The left flank is suitable for long-range firefights because of the relatively low height of the islands. The centre of the map is interesting due to an important strait passing through it and a small picturesque island with a castle on it.

Loop

This map depicts a fictional location somewhere within the crossing of sea lanes. It contains two groups of Portuguese islands in the Atlantic Ocean. Large islands provide opportunities for defence and unexpected breakthroughs. Due to the dense arrangement of the islands, it is necessary to plan your route in advance in order to be able to assist your allies in time.

Improved Matchmaker
The Matchmaker is the game component responsible for selecting the composition of both teams in the battle. With the overhauled system, we are now aiming to have the number of top-Tier ships in battle strictly balanced.

In version 0.5.8, we are launching a new and improved matchmaker for Random Battle mode. The purpose of this change is to exclude situations when players could immediately guess the outcome of a battle by the composition of the teams and to make confrontations more honest.



Mouse over the picture to see more.



The features of the new matchmaker are as follows:

Situations where opposing teams appeared to have a different number of players were completely excluded
Aircraft carriers in opposing teams will continue to belong to the same Tier
In every battle, we have "battle Tiers", i.e. the maximum Tier of a ship for a given battle. Ships of Tiers corresponding to the Tier of the battle are called "tops" or "top ships". The following rules will apply to them:
Permissible difference in the number of divisions between the teams is limited and now equals 1
Permissible difference in the number of destroyers between the teams is limited and now equals 1
Permissible difference in the number of battleships between the teams is limited and now equals 1
Permissible difference in the number of cruisers between the teams is limited and now equals 2
For each type, the number of top ships will be strictly symmetrical. For example, if in a Tier VIII battle one team has two Tier VIII battleships, two Tier IX cruisers and one Tier VIII destroyer, the other team would also have two Tier VIII battleships, two Tier IX cruisers and one Tier VIII destroyer
The above rule also applies to battleships belonging to a Tier that is one step lower than the Tier of the battle. For example, if in a Tier VIII battle one team has one Tier VII battleship, the other team would also have one Tier VII battleship.

After the launch of first matchmaker improvements, we plan to solve three more highly prioritized issues within a few further versions:

New rules that are intended to assure more honest balance of teams, are planned to apply to other battle types (co-op and rank battles)
According some technical issues, the logic of new matchmaker does not take into account nations and their distribution within teams. It means that theoretically there can appear a situation when three Japanese destroyers are against three Americans. We treat this rule as a necessary one and work on putting it back.
Since we had added divisions in the game, it was allowed to gather together ships of broad tiers’ variety (low-tier ships are allowed to join divisions with high-tier ships). Despite sometimes this option helps players who know each other to play together, most part of our audience treat it negatively. That is why this option is likely to be reconsidered.
There are also some allowances that we are still going to verify and determine whether they are necessary or not:

If it takes too long to assemble teams for a battle for whatever reason, battles may be fought between teams with an incomplete lineup (11х11, 10х10 etc.)
Balancing the lower-Tier ships outside of their type is allowed. For example, a Tier VIII battle could involve a Tier VI destroyer against a Tier VI battleship, and Tier VII cruiser against Tier VII destroyer
Balancing two similar-type ships with enemy ships of adjacent Tiers is allowed if they are not on the top of the team and if they are not battleships. For example, in a Tier VIII battle, a Tier VI cruiser could find itself against a Tier VII cruiser on the opposing team
Audio Improved
Enhanced sound configuration capabilities
Added an option to select voiceover language
Added an option to select audio modification
"National" voiceovers for Commanders
Added an option for selecting the Arpeggio voiceovers to be used throughout the entire game
Added an option to completely turn off music playback in the Port and/or during a battle
Added new music tracks
Refined the sounds of hits to the ship and to the landscape
Reworked the sound of the stun effect
Levelled the overall volume of the sound profile for a wide and narrow dynamic range
Interface Overhauled
Badges and Damage

Players wishing to get more detailed information on their actions in a battle may use the "Detailed Badges" option. Once enabled, the "Target hits" badge for the main battery is divided into 4 sub-types:

For AP and HE shells: "Penetration"
For AP and HE shells: "Non-penetration"
For AP shells: "Over-penetration"
For AP shells: "Ricochet"
In the same advanced mode, a damage counter appears near the obtained badges, updated throughout the entire battle. Please note that this counter doesn't include damage dealt to onshore objects in the calculations.

Standard layout of the components was reworked as well. The "Hits to citadel" badge now appears in black while the "Critical Hit" one comes in yellow to better distinguish between them. Moreover, we have added two new badges: "Suppressed onshore object" and "Secondary battery gun hits".

Other Interface Improvements

When the VSync option is switched off, the Triple Buffering option can be disabled as well
We've enabled an option to save all Port chat history during battle
Added a friendly fire notification for the team members. The notification is displayed at an interval of at least 60 seconds
Fixed the Minimap bug that allowed players to set a way point on the landscape when playing an aircraft carrier
Added an option to display a survey in the Port, if a player leaves a battle before it ends
Added automatic Secondary guns/AA turn on in settings if manual priority is set
Ship Balancing
Enhanced Amour Models

As part of the game process improvement, we continue to revise all armor models. Our aim is to bring the armor models created at different stages of the project development to the same level of detail.

In some cases this resulted in around 5% of the HP being redistributed between the ship's parts. The improved level of detail of the inclined protective deck and the ship's lines increased the chances of a ricochet for armour-piercing shells in some scenarios, particularly when hitting the ship on the bow or stern. Armour interaction with high-explosive shells and bombs is not affected.

While the Soviet and German cruisers have been modelled quite recently, and therefore with better precision, the Japanese and American models were a bit lacking in that department. Not for long though – your favourite cruisers in the US and Japanese tech-trees are getting a well deserved facelift!



Mouse over to see the old model.

The full list of upgraded armor models

General changes:

All armored artillery guns, main guns, AA- and secondary guns of all ships.
Exception: main guns of battleships. Those models will be upgraded in one of the following versions.

Germany
Except the hulls that were initially added in 0.5.6 with a new level of detalization.

Japan
U.S.S.R / Russia
USA
Rotating Turrets and Main Battery Mounts

In update 0.5.8, we added a special feature to enable full 360-degree rotation of certain turrets and turret mounts. This change will make the gameplay more comfortable on certain ships and allow their commanders to manoeuvre more aggressively, reducing losses in firepower when shifting fire from side to side.

The full list of ships and the number of turrets affected by this change can be found below:

Königsberg* (2,3), Hashidate (1), Tachibana (1,4,5), Umikaze (3), Minekaze (1,2,3), Mutsuki A (1,2), Mutsuki B (1,2), Mutsuki C (1), Kamikaze (1,2), Wakatake (1), Aurora (1), Diana (1), Novik A (6), Novik B (8), Storozhevoi (1), Derzki (3), Chester (1), Sampson (1), Clemson (1), Wickes (1), Campbeltown (1)
* horizontal aiming angles have also been extended

Other Changes and Fixes
Ship Balance

Tirpitz: we reconsidered horizontal pointing angles of main guns. As a result, pointing angles of the second the third and the fourth main battery turrets extended at 8, 10 and 6 degrees respectively. The changes became a result of increased accuracy of main guns motion trajectories, which will make the game more comfortable without influencing the ship’s balance.
Yubari: health points increased on 400 points (from 18300 to 18700). This change will slightly increase the ship’s combat effectives.
Warspite: 2 AA-guns Oerlikon Mk4 were added in accordance with historical configuration. As a result, an average damage of AA-guns within 2 km raised up to 3 points (from 44 to 47).
Shchors: horizontal pointing angles of main guns were narrowed down in order to fix the bug with her settings that had led to angles dissymmetry.
(A) and (B): horizontal pointing angles of the third main gun turret were narrowed down to 3 degree.
(B): horizontal pointing angles of the first main gun turret were narrowed down to 3 degree.
Tracers

For a better visual distinction between AP and HE shells, as well as between a player's own and other shells, the tracer colour scheme has been adjusted.
Situation Awareness

Improved the logic of the "Situation awareness" skills operation. From now on, the detection indicator is displayed in all cases when the ship is visible to the enemy team, including the short interval (approximately 3 seconds long) which is set between the time of the last detection and the moment when the ship disappears from the location it was spotted.
Client

Optimised method for storing Python-based scripts, which are now placed in a separate packet. This should reduce the risk of problems with game updates, especially when several versions are released at once.
Content compression in PKG-archives has been introduced. This change will allow us to save harddrive space for players.
Improved the system for connecting user interface modifications to the game client. This will allow developers to work more closely with the creators of modifications.
Personal Offers in Port

We have enhanced our Personal Offers mechanism. The changes will have a positive effect on the protection of the game client and allow for more diverse and interesting offers to players.
New Tech Testing

The following ships are now available in the game client for testing by developers and supertesters: Krasny Krym, Scharnhorst, Koenig Albert, Kaiser, Flint, and Black. These ships are not available for purchase and research, but players may encounter them in battle.
Minor Changes and Improvements

Fixed a bug that blocked the joining-battle screen for people with an incomplete division, or for the team of a player who refused to join a division
Fixed a bug that caused an indication of the Random battle icon in Co-op battles
Fixed a bug that caused some of the nicknames of players hit by the obscenities filter in combat chat to be affected
Fixed a bug that caused a squadron that had just taken off the deck of a destroyed carrier to hang over the water
Fixed a bug that caused an instantaneous launch of a catapult fighter after the death of the previous one
Fixed a bug that didn’t allow entry to the game to users who haven’t played since the previous Ranked battles season
Fixed the tooltip description for the checkpoint in the standby screen for "Standard battle" mode
Fixed a bug with invoicing an extra star from the previous Rank battles season. The current progress of players is not affected
Svetlana: Fixed a bug that in some cases led to a miscalculation of the deck armour
Kirov: refined the appearance of its main guns turrets
Ranger: AA-guns Modification 1 is replaced with Secondary Battery Modification 1

Ich bin mobil unterwegs, deswegen entschuldigt bitte die fehlende Formatierung.


MfG tb
 
ChrisMK72 schrieb:
Na, der wird sich gefreut haben, in seinem neuen Schiff. ;)
Ja, der ist ein erfahrener Spieler und hat das locker genommen.
Er sagte im Chat, ich soll mich über den gemachten Schaden und First Blood freuen. Jemand in seinem Team meinte: Zumindest wäre es historisch korrekt, was da gerade passiert ist.
Die Amis sind ja sensibel wenn es um Ihre Arizona und Pearl Harbor geht. Nicht jedem gefällt es, dass das Schiff jetzt in einem Spiel auftaucht. Hier das Bild von dem Schiff mit dem Memorial oben drauf.
 
Die Premiumpolitik von WG ist zumindest für einen JPN sehr merkwürdig.

Wir haben die Yubari, die Sushi, die Atago und Fujin/Kamikaze und die Mikasa als Premiums.

Die 2 BBs kann man eigentlich vergessen.. Ich würde mir ein JPN BB auf Basis der Fuso oder der Nagato wünschen, oder evtl. gibt es auch ein T8 BB.

Auch für DDs siehts düster aus, später braucht man ja den Beschleunigungsskill, damit ist aber die Kamikaze unspielbar. Schön wäre ein Premiumdd T7 oder T8

Für CVs gibts auch keinen Trainer..

Ich verstehe auch nicht warum, wir bei den Amis 3 Premiumbbs im niedrigen Bereich brauchen (Arkansas (soll ja ohne Beta auch in den Shop kommen), Texas und jetz die Arizona).
Die 3 BB unterscheiden sich ja nicht großartig, sind alle recht lahm und gut gepanzert.

Mir wäre eine NC im Premiumformat lieber.

Mir ist bei den Premiums das Kapitänstranning neben dem Geld auch am wichtigsten. Und auf T8 gehts eben schneller.

In WoT war es ja wieder alles anderes, da konnte man eine Med Crew nur auf einem Med trainnieren, zu allem Überfluss gab es auch Panzer die 2 Ladeschützen, 2 Richtschützen, oder keine Funker hatten, das hieß dann zB. eine Med Crew auf einem T8 Premium und auf einem T2 trainnieren.

Hier hat WG mal einen Patch rausgebracht der auf Lowtier die Erfahrung stark erhöht hat, je niedriger desto mehr.
 
Stevo86 schrieb:
Auch für DDs siehts düster aus, später braucht man ja den Beschleunigungsskill, damit ist aber die Kamikaze unspielbar. Schön wäre ein Premiumdd T7 oder T8

Den Beschleunigungsskill braucht man nicht mehr seit der Überarbeitung der Fubuki, Kagero und Shima Torps. Bin ich zumindest der Meinung.
 
Bei mir auf NA läuft gerade das Update 0.5.8 mit 1,55 GB.

Ich stimme dem zu. Zumindest bei den Amis hätte ich gerne einen T8 Premium BB's. T5 und T6 Premium BB's interessieren mich nicht besonders. Werde also die Arizona nicht kaufen.

Bei den Japanischen DD's in den höheren Tier's gibt es doch sehr gute und schnelle Torpedos als Auswahl. Hatte ja ein Video über die T9 Kagero mit 8KM Torpedos gemacht. Da braucht man den Beschleunigungsskill nicht mehr.
 
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