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ST 0.10.5, "Grand battle", disabling of friendly fire and other news.

Closed testing of Update 0.10.5 begins: "Grand battle" event, disabling of friendly fire and other news.

 

Grand battle

A new temporary type of battle awaits you: Grand battle. Its main feature will be superbattleships - ships that hypothetically could exist if naval doctrine had historically continued the trend of using artillery ships instead of giving preeminence to aircraft carriers.

In Grand battle there will be two superbattleships:

  • Satsuma — a project based on battleship Yamato with an increased main caliber up to 510 mm guns in four twin turrets.

  • Hannover — a version of the project "H-42" with 483 mm artillery in 4 twin-gun turrets and a secondary battery replaced with 128-mm universal artillery.

Main rules

  • Format - "9 vs 9" on ships Tier IX-X, including superbattleships. Limit - no more than three superbattleships per team.
  • Satsuma and Hannover will be rented to players when version 0.10.5 is launched. 
  • A new temporary resource, Intelligence Reports, is required to enter battle on superbattleships. Participate in Grand Battle on Tier IX-X ships to obtain them.
  • Rewards: expendable camouflages "Dazzling", a memorable flag and a "Grand Battle" patch, as well as themed achievements.

 
Ship's characteristics

Japanese battleship Satsuma:

Hit points – 119200. Plating - 32 mm.
Main battery - 4x2 510 mm. Firing range - 27,0 km.
Maximum HE shell damage – 8,100. HE shell armor penetration - 85 mm. Chance to cause fire – 40%. HE initial velocity - 765 m/s.
Maximum AP shell damage - 19,400. AP initial velocity - 765 m/s.
Reload time - 34.0 s. 180 degree turn time - 60.0 s. Maximum dispersion - 278 м. Sigma – 2.10.

Secondary Armament:
4x2 203.0 mm, range  - 7.3 km.
Maximum HE shell damage – 3,300. Chance to cause fire – 17%. HE initial velocity - 840 m/s
14x2 100.0 mm, range  - 7.3 km.
Maximum HE shell damage – 1,700. Chance to cause fire – 6%. HE initial velocity - 1000 m/s

AA defense: 20x2 40.0 mm., 30x3 25.0 mm., 14x2 100.0 mm.
AA defense short-range: continuous damage per second - 196, hit probability - 85 %, action zone - 2.5 km;
AA defense mid-range: continuous damage per second - 371, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 161, hit probability - 75 %, action zone - 5.8 km; Number of explosions in a salvo - 7, damage within an explosion - 1,400, action zone 3.5 - 5.8 km.

Maximum speed - 27.0 kt. Turning circle radius - 1020 m. Rudder shift time – 22.4 s. Surface detectability – 18.5 km. Air detectability – 15.2 km. Detectability after firing main guns in smoke  – 21.5 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Repair Party
3 slot - Fighter
3 slot - Spotting Aircraft

German battleship Hannover:

Hit points – 126500. Plating - 32 mm.
Main battery - 4x2 483 mm. Firing range - 21.4 km.
Maximum HE shell damage – 5,500. HE shell armor penetration - 121 mm. Chance to cause fire – 39%. HE initial velocity - 810 m/s.
Maximum AP shell damage - 17300. AP initial velocity - 810 m/s.
Reload time - 30.0 s. 180 degree turn time - 40.0 s. Maximum dispersion - 274 м. Sigma – 1.80.

Secondary Armament:
16x2 128.0 mm, range  - 8.3 km.
Maximum HE shell damage – 1,500. Chance to cause fire – 5%. HE initial velocity - 900 m/s

AA defense: 16x2 128.0 mm., 8x2 30.0 mm., 6x4 30.0 mm., 4x2 55.0 mm., 8x1 55.0 mm.
AA defense short-range: continuous damage per second - 315, hit probability - 70 %, action zone - 3.0 km;
AA defense mid-range: continuous damage per second - 375, hit probability - 75 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 221, hit probability - 75 %, action zone - 6.0 km;
Number of explosions in a salvo - 9, damage within an explosion - 1610, action zone 3.5 - 6.0 km.

Maximum speed - 30.0 kt. Turning circle radius - 1170 m. Rudder shift time – 21.0 s. Surface detectability – 19.1 km. Air detectability – 16.3 km. Detectability after firing main guns in smoke  – 21.4 km.

Available consumables:
1 slot - Damage Control Party
2 slot - Repair Party
3 slot - Fighter
3 slot - Spotting Aircraft
4 slot - Hydroacoustic Search

All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

Adjustment Firing mechanics

A new mechanic has been added for the superbattleships - adjustment firing. While firing at this enemy, the adjustment fire progress bar is filled by each salvo that hits the target or lands within a certain radius from it. When the bar is full, a certain gameplay bonus is activated for a limited period of time; Satsuma receives a bonus to main battery accuracy, and the Hannover receives a bonus to secondaries range and accuracy.

This can be repeated several times during battle. If the ship does not fire at enemies for some time, the progress bar is reset.

The new mechanics will give you a boost in battle, but for maximum effectiveness you will need to plan your actions and positioning in advance. This will make the gameplay more interesting and varied.

Friendly Fire

In update 0.10.5 we are turning off the damage on allied ships. The change will have a positive effect on gameplay: now your allies will not be able to damage or destroy your ship. 

Main changes:

  • You can no longer damage, incapacitate modules of, or cause detonation or destruction to allied ships. It is also impossible to damage allies by ramming. 
  • At the same time all types of armament will still hit allied ships. For example, you cannot launch torpedoes at an enemy through an allied ship.
  • The penalty for unsportsmanlike conduct is now given for a certain number of hits on allied ships with any type of armament except secondaries. You can now be issued a warning for unsportsmanlike behavior only if you hit allied ships with torpedoes and main battery shells 15 times or more.
  • If after a warning the player continues to violate the rules, they will receive a ban on participation in all types of battles, except Co-op, Clan and Training.
  • The player will not receive credits or XP for battles in which they received a warning for damage to allies. If player does not violate the rules in future battles, resources will stop being discarded.
  • The damage a ship receives in response to allied damage will increase with each new hit on an allied ship.
  • A ship hit by an ally does not trigger camera effects that inform about received damage.
  • Removed the effect for allied torpedoes: they can no longer deal damage. 

Attack Aircraft changes

In version 0.10.5 the mechanics of launching rockets will be updated. Attack aircraft now fire small-caliber machine guns before attacking. The machine guns do not cause damage to ships, but indicate the exact location of the rockets' landing. This information and the increased attack time will allow commanders of maneuverable ships - primarily destroyers - to take evasive maneuvers, reducing the possible damage from rockets.

This change will affect the attack aircraft of all aircraft carries.

The Netherlands

Added a new nation - the Netherlands. The test Dutch cruisers will be moved to this tech tree with the release of update 0.10.6, along with IX Friesland.

 

Updated Recruitment Points

Recruitment points have been updated. They will become a more universal resource, which can be earned by participating in a variety of activities and exchanged for precious and unique rewards.

  • Recruitment points are renamed Community Tokens.
  • Tokens can be obtained not only in the Recruiting station referral program, but also on the Public Test server, for watching the official World of Warships streams and during various regional and global activities.
  • Community Tokens can be spent on various in-game items in the Armory.

New content

Added "Red Fox" permanent camouflage for Plymouth, "Independence Day" for Colorado and Constellation, and "Maple Leaf" for Yukon.

Added 12 soccer-themed patches.

Added emblems for clan and super testing participants.

Added flag "Battleship Yamato".

The ways of obtaining these items will be announced later.

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.