The concepts of hybrids and skip bombers will be tested in the near future. During the test, ships and planes will be adjusted taking both their new type of gameplay and combat efficiency into account. We're now ready to share their initial parameters.
Please note that all information in the development blog is preliminary and subject to change during testing. Any showcased features may or may not end up on the main server. The final information will be published on our game's website.
Three versions of Tone and Ise were added, differing in the type of planes: Tone1 and Ise1 carry torpedo bombers, Tone2 and Ise2 - dive bombers with HE bombs, Tone3 and Ise3 - attack aircraft. Hybrids have less firepower than usual for their type and tier, and should therefore combine their standard armament with their planes to deal effective damage. Each of them carries one full squadron with one attack flight. Aircraft take off quickly and don't return to the ship. The restoration of aircraft goes not one by one, but the entire squadron at once. Hybrids' squadrons don't have consumables, and their engine boost is less effective than that of carriers' planes.
Japanese battleship Ise, Tier VI
Hit points – 58,700. Plating - 26 mm.
Main battery - 4x2 356 mm. Firing range - 21.4 km. Maximum HE shell damage – 5,700. Chance to cause fire – 25%. HE initial velocity - 805 m/s. Maximum AP shell damage - 10,200. AP initial velocity - 775 m/s. Reload time - 30.0 s. 180 degree turn time - 45.0 s. Maximum dispersion - 238 m. Sigma – 2.00.
Secondary Armament:
8x2 127.0 mm, range - 4.0 km. Maximum HE shell damage – 2100. Chance to cause fire – 8%. HE initial velocity - 725 m/s
AA defense: 31x3 25.0 mm, 10x1 25.0 mm, 8x2 127.0 mm, 6x30 120.0 mm.
AA defense short-range: continuous damage per second - 260, hit probability - 85 %, action zone 0.1-2.5 km;
AA defense long-range: number of explosions in a salvo - 4, damage within an explosion - 1,260, continuous damage per second - 165, hit probability - 75 %, action zone 0.1-5.8 km;
Maximum speed - 24.5 kt. Turning circle radius - 750 m. Rudder shift time – 14.8 s. Surface detectability – 15.8 km. Air detectability – 9.8 km. Detectability after firing main guns in smoke – 13.9 km.
Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Repair Party
Please, note: ship versions differ in the type of planes.
Attack aircraft
Hit points - 1,670, cruising speed - 150.0 knots, size of attacking flight - 3, aircraft per squadron - 3, aircraft restoration time - 120 s, detectability range - 10 km, number of aircraft on deck - 3.
Rockets in payload - 8, rocket type - HE, maximum rocket damage - 2,200.
Torpedo bombers
Hit points - 1,670, cruising speed - 135.0 knots, size of attacking flight - 3, aircraft per squadron - 3, aircraft restoration time - 120 s, detectability range - 7.5 km, number of aircraft on deck - 3.
Torpedoes in payload - 2, maximum torpedo damage - 2,767, aerial speed - 35.0 knots, torpedo range - 2.3 km, torpedo arming distance 376 m.
Dive bombers
Hit points - 1,670, cruising speed - 135.0 knots, size of attacking flight - 3, aircraft per squadron - 3, aircraft restoration time - 120 s, detectability range - 10 km, number of aircraft on deck - 3.
Bombs in payload - 2, bomb type - HE, maximum bomb damage - 5,900.
Japanese cruiser Tone, Tier VIII
Hit points – 38,900. Plating - 25 mm.
Main battery - 4x2 203 mm. Firing range - 15.7 km. Maximum HE shell damage – 3,300. Chance to cause fire – 17%. HE initial velocity - 840 m/s. Maximum AP shell damage - 4700. AP initial velocity - 840 m/s. Reload time - 15.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 133 m. Sigma – 2.00.
Torpedo tubes - 4x3 610 mm. Maximum damage - 17,233. Range - 10.0 km. Speed - 62 kt. Reload time - 76 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.6 km.
AA defense: 8x3 25.0 mm, 4x2 25.0 mm, 25x1 25.0 mm, 4x2 127.0 mm.
AA defense short-range: continuous damage per second - 203, hit probability - 85 %, action zone 0.1-2.5 km;
AA defense long-range: number of explosions in a salvo - 3, damage within an explosion - 1470, continuous damage per second - 60, hit probability - 90 %, action zone 0.1-5.8 km;
Maximum speed - 35.5 kt. Turning circle radius - 780 m. Rudder shift time – 10.0 s. Surface detectability – 11.2 km. Air detectability – 7.2 km. Detectability after firing main guns in smoke – 6.2 km.
Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Hydroacoustic Search/Defensive AA Fire
Slot 3 - Repair Party
Please, note: ship versions differ in the type of planes.
Attack aircraft
Hit points - 1,670, cruising speed - 150.0 knots, size of attacking flight - 4, aircraft per squadron - 4, aircraft restoration time - 120 s, detectability range - 10 km, number of aircraft on deck - 4.
Rockets in payload - 8, rocket type - HE, maximum rocket damage - 2,200.
Torpedo bombers
Hit points - 1,670, cruising speed - 135.0 knots, size of attacking flight - 4, aircraft per squadron - 4, aircraft restoration time - 120 s, detectability range - 7.5 km, number of aircraft on deck - 4.
Torpedoes in payload - 2, maximum torpedo damage - 2,767, torpedo speed - 35.0 knots, torpedo range - 2.3 km, torpedo arming distance 423 m.
Dive bombers
Hit points - 1,670, cruising speed - 135.0 knots, size of attacking flight - 4, aircraft per squadron - 4, aircraft restoration time - 120 s, detectability range - 10 km, number of aircraft on deck - 4.
Bombs in payload - 2, bomb type - HE, maximum bomb damage - 5,900.
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing
German Tier X aircraft carrier Werner Voss will be used for the test of skip bombers. This ship is a copy of Manfred von Richthofen, but she carries skip bombers instead of torpedo bombers.
Hit points - 1,710, cruising speed - 174.0 knots, size of attacking flight - 4, aircraft per squadron - 12, aircraft restoration time - 90 s, detectability range - 10 km, number of aircraft on deck - 18.
Bombs in payload - 1, bomb type - HE, maximum bomb damage - 12,200, number of skips - 2
Please note that all information in the development blog is preliminary and subject to change during testing. Any showcased features may or may not end up on the main server. The final information will be published on our game's website.