Sunday 16 August 2015

Saturday 15 August 2015

0.4.1



Rank Battles: Healthy Competition

It is common knowledge that team effort is very important in World of Warships. Effective cooperation between allies affects the outcome of a battle no less than the individual accomplishments of each player. It is great when the matchmaker puts us together with strong allies: we can move through the battle like a steel wave smashing enemy ships. On the other hand, it can be very disappointing to win a few medals, cause some serious damage, and still face defeat. To play with seasoned players, you can always create a division or even apply to a tough clan. But not every player is ready to make such a commitment to experience a great game. In Update 0.4.1, those players who wish to find their match, both among allies and rivals, with no extra effort will find what they are looking for in Rank Battles.

Rank Battles is a season-long event available to all players not enlisted in divisions with Tier VI-VII ships and Level 9 accounts. All you need to do is pick a ship, select Rank Battles, and click Battle! Rank Battles are slightly different from usual battles: each team can have no more than 7 players, and the maximum number of aircraft carriers and battleships is limited to one and two respectively.



In addition to XP and Credits, all Rank Battles participants will earn stars. A star is awarded to each player on the winning team. When a player gets a certain number of stars, they move to the next rank which demonstrates their ongoing achievements. All ranks are divided into three groups. The first group is intended for beginners taking the first steps on their way to naval glory. It has milder conditions for reaching higher ranks. As opposed to the two senior groups where each defeat results in losing a star and, consequently, another rank, the first group doesn't threaten the player's progress. The second and third groups show higher competition among players, reaching its climax in the top ranks. Speaking of competition... Players get into battles only within their group of ranks. In fact, players are grouped based on victories. When players achieve certain ranks, they are awarded in-game resources. In future, the development team is planning to introduce some unique awards.



New Maps: Jungle Calling

In Update 0.4.1, the reach of naval battles will expand significantly, allowing players to lay their hands on two new maps.

The Strait map was inspired by the Mediterranean and Middle East Theater: here you can enter the battle near the Italian coast where the British Fleet defended Malta and carrier aviation led the first ever swarm attack against heavy ships.



The second map, Solomon Islands, is a representation of part of the archipelago of the same name which saw one of the major military campaigns of the World War II—the Battle of Guadalcanal.



While exploring the new maps, you might have noticed that the landscape in World of Warships has become more vivid—now there are trees on islands. This is another change that will notably improve the look of the game. Forests and jungles will grow on all maps with a suitable climate and in the vicinity of the Port if you set Graphics Quality to at least Medium.



Improved graphics on familiar maps is not the only thing that will make players happy. New Dawn and Fault Line were modified significantly.On Hotspot, the diagonal team arrangement and the Domination mode with five bases were removed.



Aviation: No More Single-Click Commands

Many would agree that the aircraft carrier is the most original and rare ship type in World of Warships. Their gameplay is reminiscent of a real time strategy rather than of a tactical shooter. However, not all their squadrons are fun to control. While bombers and torpedo bombers are more effective with skillful manual control, fighters are mainly used by players on a “launch and forget” basis. Update 0.4.1 fundamentally changes this approach. Now a player can order their fighters to use barrage fire by specifying an exact zone on a map just the way they do it for bombers and torpedo bombers.



The moment fighters approach the “attack window”, they will make a strike spending the major part of their ammunition and causing damage to all aircraft coming their way. When properly used, this technique will help players thin the enemy formation, even with only a few fighters. Also, the risk of being caught under barrage fire will make players control their squadrons more carefully and use them separately.

In addition, we have tried to resolve another dogfight issue, that is a great disparity in the effectiveness of fighters in adjacent tiers. Fighters have long found themselves in an unfavorable situation when facing enemy counterparts of higher tiers. Sometimes, it would seem that enemy “hawks” reign supreme in the air by destroying their rivals from inferior tiers and getting away with it. For Update 0.4.1 we have collected the necessary data and rebalanced parameters of all fighters. Now the damage they can cause increases more evenly depending on their level. Researching your aircraft is still important, but fighting off enemies from the next tier has gotten easier.



Rear gunners on many bombers and torpedo bombers have also been affected: the damage they cause has been recalculated upward.

However, fighter lovers might be saddened by the balancing of Japanese aircraft carriers of medium tiers. According to research, they demonstrate abnormally high battle performance even when used by less experienced players. This is why we increased the aircraft servicing time for squadrons and reconsidered the structure of air groups: now each air group has at least one fighter squadron.



Matchmaker: on the Way to Balance

The matchmaker is a component of the game that is responsible for assembling teams before a battle. No wonder that any shortcomings of the matchmaker get very negative feedback from players, who, from time to time, find themselves in a disadvantageous position and have to make great efforts to survive in battle. With the launch of the Open Beta Test, we could finally receive mass statistical data and continue working on identified problems. You'll be able to see the first results of our work in this update. Now, the aircraft carriers will be distributed by teams strictly symmetrically, both by quantity and by tiers. Thus, it will become impossible for one of the teams to have the only aircraft carrier in the battle or a more powerful air group. We also introduced an algorithm that will forcibly put a player on an optimally comfortable tier of battles (equal to the tier of their ship), if they played several battles in a row with higher tiers. This decision will undoubtedly increase the general comfort of gaming and powerleveling for all. By the way, you can read more about battle tiers in this article.



Finally, we improved the distribution mechanics of destroyers and cruisers in teams for a better balance. This change may not be global, but is still very welcome.



Balance Corrections: Back in Commission

Balance corrections are undoubtedly one of the most important and sensitive subjects of any major update. They always provoke a hailstorm of both positive and negative emotions from players, depending on changes made to their favorite combat machines. Be it as it may, these corrections are very important to polish the gameplay. We can't afford to "leave it alone" just to please part of the audience. However, other than worsening parameters of some Japanese aircraft carriers that we discussed earlier, Update 0.4.1 mostly brings good news.

According to the plan that was described in a separate article, we considerably increased the primary armament's precision at a range of up to three kilometers. Battleships that are most affected by this change, now have a reason for joy. They are not turning into sniper rifles of course; however, your guns will have a greater precision during exchanges at point blank range. Further tests and research will show the impact of this change on the gameplay.

Premium warships Yubari and Sims,game veterans, which many of our captains purchased together with the pre-order package, will receive some nice improvements.Destroyer Sims, which was looking a bit weak compared to her counterparts, can now boast two versions of torpedoes. She becomes the first Premium ship to have a variable module. New torpedoes will allow the old girl not to risk too much by engaging in close quarters combat. They have an enhanced range at the expense of speed and inflicted damage. Cruiser Yubari known, among others, for her good AA armament, can now prepare even warmer welcomes for enemy squadrons thanks to the Defensive Fire consumable. While we are on the subject of consumables, the action time of Hydroacoustic Search was increased for all cruisers, because many players considered it a controversial benefit.



Of course, not only Premium ships were improved in this update. Cruiser Omaha will get an increase in firing range when equipped with the most advanced hull to match her to the other ship of the series—Murmansk. Cruiser Furutaka, which taught many Japanese Navy enthusiasts coolness and peace of mind, now shifts the helm faster, and turns to the enemy more rapid-firing and agile primary armament turrets together with updated torpedoes. By the way, the same torpedoes are installed on the top configuration of destroyer Mutsuki, which provides a good opportunity to save on research. The Japanese Navy enthusiasts will most certainly appreciate another improvement: the rotation speed of primary armament turrets of Wakatake, Minekaze, and Mutsuki was increased. The latter also received a bonus to the reload time of torpedo tubes.

The changes of U.S. destroyers deserve a more detailed description. In general, we registered some decline in popularity and battle performance for these warships, which were always famous for excellent primary armament guns and their ability to both act as part of the team and hunt light enemy ships on their own. Low-tier destroyers Samspon and Wickes will get increased fire rate and gun rotation speeds. Their colleagues starting from Tier V will have two variants of top hulls. The alternative variant will have additional AA armament at the expense of the main battery. At the same time, the Engine Boost consumable will be replaced by Defensive Fire. Undoubtedly, these improvements will allow the Americans to fully use their versatile primary armament guns against enemy aviation. However, captains who want to concentrate their efforts on hunting down enemy destroyers can select main top hulls equipped with Engine Boost and standard artillery armament that are now necessary in order to get to the following level. Apart from that, the action time of Smoke Screens of all U.S. destroyers was increased.

Still, we had to do some fine-tuning. Minekaze, a too effective, elusive, and dangerous Japanese destroyer, will lose her top torpedoes and three kilometers of range with them.The traversing angles of her torpedo tubes were reduced a little, while the detection distance was increased by almost one kilometer. It's cool to be a ninja, but it's time to draw a line. Mutsuki's concealment was modified in the same way. Our research showed that the Japanese national bonus to the chance of causing fire with high-explosive shells needed to be balanced, that's why it was reduced depending on gun caliber. Cruiser Mogami, the terror of Tier VIII, will have to be more careful now, as the reserve durability of her primary armament turrets was decreased, while the previous Japanese cruiser Myoko will have a lower rate of fire. As for the U.S. Fleet, the test results showed that the rate of fire and the primary armament turrets’ rotation speed of battleship Wyoming needed to be reduced a little.

UPDATED: According to the latest plans we plan to increase visibility of destroyers Minekaze and Mutsuki by not much only +300 meters instead of +1000.



Other Changes

Gameplay

After long reflections and several tests we are ready to introduce a solution to the map edge problem. Here is a reminder for those of you who didn't encounter this issue: in the current version of the game, a ship that is set against a map's edge starts to slide along it at an unconventional angle, which makes targeting it difficult. Many players use this peculiarity to their advantage, but Update 0.4.1 will render this kind of behavior useless. From now on, any ship contacting a map edge will be correctly processed by the targeting system. You can set the usual target lead and fire at will. We believe this feature will stop drift enthusiasts in World of Warships as it no longer provides any advantage.



Game Client Performance

The optimization was for architecture and the data storage mode this time. We reworked the game client and now it requires about 50% less disk space, thanks to archiving a multitude of small files.



Interface

We made the first steps towards updating performance and integral characteristics of ships in the Port. We added several important performance characteristics, such as parameters for aviation torpedoes. The best thing is that the interface will now display changes to characteristics depending on installed upgrades and consumables on the base level. For now, there will be no preview, nor separation between base values and modifiers. Last, but not least, we updated the player statistics summary in the profile and made it much more informative.



Sound

The sound changes are aimed at improving the game experience, as usual. We updated the sound in general, changed the sound of flying shells fired both by you and by the enemy. We added sounds for jet planes and recorded several new music tracks.

Gonna change some stuff....

Hey Guys,

From now onward I shall also post update notes and new stuff coming into World Of Warships. 

Friday 14 August 2015

Bad Advice Ep #2: Stay Zoomed in No Matter What




This episode of Bad advice is about Tunnel vision which happens commonly with new players especially.

This happens when you zoom in fully to shoot at an enemy and stay zoomed in until you kill the enemy.

This has a lot of disadvantages:

- You can get grounded making you an easy target for enemy torpedo bombers or enemy Destroyers

- You can ram an allied ship damaging both of you

- You won't be able to see a more priority target

- You might run into the Blue Line

How to not make this happen:

Each time after you fire a salvo, hold the Right Mouse Button and look around. Then leave it and zoom in and fire again. Keep doing this.

(By Karrablaster/Me)

Thursday 13 August 2015

Ship Classes - Beginner's Guide To Tree Selection (By Noppers)

For People who don't know:
DD = Destroyer, CA/CL = Cruiser Heavy / Cruiser Light, BB = Battleship, CV = Carrier

US Destroyers:

Think "Patrol Boat". Generally short range torpedoes means that you have to see whites in eyes to get an effective strike off....which means under 5km range. That opens you up to secondary fire, especially from BBs. The guns on the US DD are pretty good though, and my understanding is that the very high tiers (7+) have some devastating continuous fire, mostly against other DDs and CA/CL. The US DDs are also tough to play at lower levels, as they're underpowered in almost every aspect. My recommended playstyle is a bit 'in your face', but using islands as cover and using guns where possible. Primary targets should be other DDs for your guns, and CLs. BBs should be the focus of your torp strikes.....followed by CVs if you can get through the enemy lines......and you need to plan and stalk your target effectively. Rule of thumb - at the start of the battle, identify where the enemy CAs are.....and head in the opposite direction.

IJN Destroyers:

You will have fun in these, providing you avoid those CAs and learn how to torpedo strike. Guns on the IJN DD are slow in all aspects, and are your second option when it comes to damaging targets (but don't forget to use them when appropriate). Generally you'll see upwards of 10km range on torps, once you upgrade your ship. Isokaze is pretty good. Minekaze is one of the top 3 ships in game IMO. Mutsuki is ok, but struggles against the larger CA/CL because it's tier 6.....and cruisers at tier 6 and above are brutal. Again, stalk a BB and / or CV and take it out. Find targets of opportunity along the way. Avoid CA/CL where possible. Use guns to supplement your firepower, but only fire them when you're already spotted.

For all Destroyers:

Turn your AA off by pressing the P key (you'll see 2 small yellow icons appear to the left of your HE ammo, indicating AA is off). Only turn on your AA if you are fully spotted by aircraft (i.e. they're above your head).
Do not drive in straight lines. Ever.
Do not expect to gun duel with anyone and live. It's the other stuff shooting at you, because you are lit, that will probably get you.


US Cruisers:

Probably one of the best trees to go down. The St Louis (T3) is a HE spamboat. The Phoenix (T4), in the right hands, is a great ship (has torps too). The Omaha (T5) is a souped-up Phoenix (I have a battle with 3200+ raw experience in one of these). And then you get to the Cleveland (T6)......again, one of the top three ships in game. You will shred ships in this. Above T6, the ships aren't bad....but they are a bit fragile sometimes against the higher tier BBs and so on. Play strategically, as an AA defense ship, as your primary role from T6 upwards. You're kind of the sniper with lower HP than the heavies (think French tanks in WoT). Using HE against BBs is your speciality......it's fun to create a giant pile of burning metal in the ocean. Your role also is to hunt and destroy the DDs. For the lower tiers, torps are a secondary role...if you're trying to use them as a primary, you're not using your ship to full potential. Use "sequential" fire.....keep your finger on the left mouse button, and walk fire into the line of travel of your target. Oh, and drive around like a maniac in these ships, if you're being shot at.


IJN Cruisers:

Kind of like the poor cousin to the US CA/CL line, in some aspects. The Tenryu (T3), in the right hands, is an amazing ship. Great torps, reasonably good guns. But, a well placed AP salvo from another cruiser or a BB will tear it apart. This is the theme of the IJN CA/CL line......can dish out the smack if played well, but as strong as wet tissue paper. The Kuma is a pretty good ship......the Furutaka is probably one of the hardest ships to play in the game (slow turrets, poor torps, sluggish ship). I tend to find myself playing these in an 'aggressively defensive' role (I hide behind stuff) as I go up the tiers. I recommend hunting DDs in these, and other cruisers at the lower levels........I don't recommend going against a Cleveland until you're in T8.


For all Cruisers:

As you get into higher tiers (5 and upwards), you should be thinking about how you support your team. One of your first roles should be to position yourself as AA cover for those who need it, for the first few minutes of battle. This may mean hanging within a grid square or so of your CV(s).....because the enemy will be sending strike aircraft your way, and you can demolish their first wave in a CA/CL.
Very important overall that you pick your targets.
Don't pretend to be a DD. They're better at it than you ever will be. Be a shepherd for your fleet instead. Either destroy DDs, or at least drive them (and their torps) away from your herd.
Use sequential fire, HE, if and when you can. Hard to avoid a storm of HE, regardless of what ship you're in.
HE is your preferred ammo type, but AP can be useful against the right targets (sometimes BBs).


US Battleships:

Slow as ten slow things, generally short ranged guns (I mean, cruisers out-range you frequently at tier 4-7 at least), but can be quite devastating with their firepower. Vulnerable to aircraft attacks, despite AA. Can absorb a fair amount of enemy fire though. Your best option with these ships is to identify an "area" of the map that you wish to dominate, and head there. However, take a CA/CL or two with you.....or follow a CA. You will need the AA support, and you will need their rate of fire to keep the pressure on the enemy ships. Fire broadsides, use AP for the majority of targets (HE is better against DDs for the crits)......and aim at waterlines with your AP for maximum chance of citadel damage.  Target enemy BBs where possible......CA as your second priority (unless the CA is more dangerous at the time, then hit it as primary).

IJN Battleships:

Generally faster than the US line. Much longer range (on average).....I'm talking 20km+. Same sorts of HP. Same horrible turn rate. Pretty much follow the advice for US BBs, except you can stay back a bit further from the enemy, if your gunnery is up to scratch. Definitely target enemy BBs.

For all Battleships
People whine about BBs all the time, but you have to play them carefully or you will die pretty quickly....and it will be your own fault. Finding yourself without CA AA cover, being attacked by DDs that pop out from islands 4km away.....these are things that you can avoid.
Battleships are awesome and difficult at the same time. Nothing gives you the warm and fuzzies more than firing a broadside at a CA and wiping out it's 30,000 HP in the one salvo. But, nothing is worse than sitting there watching torps coming at you, and knowing that you have stuffed up and you can't possibly turn in time to avoid them.
Forget chasing DDs and enemy CVs.....you're slower, you have less spotting range, and a half decent enemy will kill you before you have a chance to curse their name. Your position in your fleet is "foundation"......pick that area of the map I mentioned, and head towards it.....then adjust strategy along the way.

US Carriers:

Well, these are all about fighters honestly. Protect your fleet (stuff not covered by CA / CL AA). Put a fighter screen out there, gather intel, and seek out the enemy strike aircraft. After you have whittled them down a bit, don't be afraid to use your fighters as spotting aircraft for your team, especially to find enemy DDs. Most of the comments on CVs are in the "For all Carriers below".

IJN Carriers:

These guys are about strike. You want to try and remove enemy CVs as priority, especially if they have lots of fighters.......if you remove the CV, you remove the fighter danger, giving you freedom of manoeuvre on the battlefield. Don't be afraid to use Bombers as a diversion / bait, allowing your real damage-makers (the torp planes) to get through and hit your target.

For all Carriers:

NEVER send your fighters too far away from your ship, unless you know where the enemy CV strike aircraft are.
Don't always think that you have to kill the enemy CV(s). It is handy, but if you lose your aircraft doing it, you're useless. Enemy BBs are also very juicy targets, and can be game-changing if you remove them.
Learn how to use the ALT key to drop torps.
Sometimes, "bait" aircraft are useful. That includes baiting a lone enemy fighter flight into combat with two of your fighter flights......cut off his line of retreat by sending stuff out wide and behind him. Hard to explain this skill, but very effective.
Sometimes, it's better to try and hit the strike aircraft on their return leg home, instead of trying to chase them on their inbound leg. This means sending your fighters to the line of retreat for their strike aircraft. You may not stop this attack, but you'll probably be able to wipe them out so they can't attack again.
CVs are pretty game-changing, in the right hands.
Be aware that any DD worth his salt is going to be trying to break through your lines to hunt you down, and the average player knows exactly where you are on the map. Don't lose sight of the strategic picture, and move your ship accordingly.
 
Overall Advice:

Division up when you can. Mad if you don't.
Don't be afraid to use Co-op to get to know a particular ship, before hitting PvP with it.
Try to avoid being the first person spotted. It draws enemy fire for some reason.....
Learn and understand your Commander's skills. Research, talk to others......before you allocate them. However, it isn't that expensive in Dubloons to reset if you muck it up. (note - the detection one is handy, even in a BB......sometimes you need to know when there's a DD nearby....)
 
As I said earlier, not an extensive guide or anything....there are plenty of other considerations, but this is just a guide for those who are starting up. Just my thoughts and playstyle. Folks are welcome to disagree with my tips here, but remember - this is my list of things. Each person might be different across a multitude of areas.
 
Cheers.
 
Noppers

Actual Format has been retained

Saturday 8 August 2015