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Changes to Test ships - Closed test 13.9

Based on the testing results, we're applying changes to Prins van Oranje, La Pampa, Shinano and Archerfish.

 

X Prins van Oranje

  • HE shell parameters changed:
    • Maximum damage reduced: 3350 to 3200.
    • Fire chance reduced: 21 to 18%.
  • Surface detectability range increased: 12.7 to 13.3 km.
    • All other detectability ranges adjusted accordingly.

X La Pampa

  • Torpedo launcher reload time increased: 125 to 130s.
  • Specialized Repair Teams consumable replaced with Repair Party with the following parameters:
    • HP per second: +94.
    • Action time: 28s.
    • Cooldown time: 80s.
    • Number of charges: 2.

X Shinano

  • Armor parameters changed:
    • Fore and aft portions of the main belt plating thickness reduced: 410 to 400mm.
    • Hangar sides plating thickness increased: 27 to 30mm.
  • Firing angles of all secondary batteries improved.
  • The "Engine Cooling" consumable action time for all the squadrons increased: 5 to 15s.
  • AP Skip Bombers squadron parameters changed:
    • The angle at which the check for ricochets is made for AP bombs increased: 45 to 55 degrees.
    • Guaranteed ricochet angle for AP bombs increased: 55 to 65 degrees.
    • Added Repair consumable with similar parameters to those found on Torpedo Bomber squadron.
    • Number of planes in attacking flight reduced: 4 to 3.
    • Number of planes in squadron increased: 8 to 9.
    • Number of aircraft on deck increased: 12 to 14.
  • Tactical Dive bombers squadron parameters changed:
    • Aircraft preparation time reduced: 150 to 120s.
    • Bomb dispersion area increased by 46%.
    • Bomb fall time increased by 18%.

X Archerfish

  • Combat Instructions parameters changed:
    • Action time increased: 10 to 30s.
    • Time of inactivity before losing progress reduced: 60 to 10s.
    • Progress loss per second after the inactivity threshold is reached increased: 5 to 50%.
    • Removed progress condition based on being spotted.
    • Removed progress condition based on main battery hits.
    • Progress condition based on torpedo hits changed:
      • Progress per torpedo hit increased: 2 to 50%.
    • Added new progress condition based on potential damage:
      • The Combat Instructions meter now fills by 50% with every 1500 potential damage gained. 
    • Activation effect changed:
      • Consumable preparation and reload time bonus reduced: 90 to 20%.
      • Added bonus to torpedo tube reload time: -10%.
  • Due to the changes mentioned above, the Combat Instruction name and icon will be changed. These changes will be implemented at a later date.
  • Sonar maximum range increased: 9 to 10 km.
  • Number of torpedo loaders increased: 1 to 2.
  • Torpedo reload time increased: 25 to 40s.
  • Bonus to maximum speed from the "Engine Boost" consumable increased: 8 to 15%. 
  • Hydrophone сonsumable removed.
  • Added Repair Party consumable with the following parameters:
    • HP per second: +101.
    • Action time: 40s.
    • Cooldown time: 80s.
    • Number of charges: 2. 
    • This consumable is unavailable at periscope and maximum depths.

Based on feedback collected from our testers as well as a comprehensive amount of data taken from their battles, we have decided to apply major changes to the gameplay concept of Archerfish. First off, rest assured that we intend to preserve this submarine's role as an aggressive attacker rather that a silent hunter. The changes will instead affect how exactly Archerfish achieves the goals of that role. This will be accomplished primarily via tweaks to the sub's Combat Instruction. While in the initial concept they acted as a safeguard in case the aggressive gameplay got the player into "hot water", in this new iteration they will take on the role of an incentive, constantly supporting the optimal gameplay for Archerfish. The short duration time of the ping effect on target ships promotes constant use of the sonar and puts Archerfish in danger. With the new Combat Instruction, provided the player is effective at dodging ASW airstrikes and good at timing their pings, they can secure a near permanent boost to their combat effectiveness. This is further supported by the improved Engine Boost consumable given to the submarine. However, the "safety net" aspect of the previous Combat Instruction is not gone altogether—that role is now filled by the Repair Party available to the submarine, which comes at the cost of the information gathering capabilities lost with the removal of Hydrophone.

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.