World of Warships

World of Warships 0.8.1 Supertest: Russian Battleships, Radar changes and more.

The update 0.8.0 is almost here but it’s already time to look at the different things that entered the Supertest! This article will be fairly long as multiple dev blog posts were covering major changes or additions to the game.

Russian Battleships

For those, I will make articles covering each of them in details. They should all arrive during this week. Until then, here are the dev blog posts about them.

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

Tier III: Knyaz Suvorov

  • Hit points — 37900
  • Plating — 16 mm
  • Main battery — 5×2 305 mm
  • Firing range — 14.6 km
  • Maximum HE shell damage — 4500
  • Chance to cause fire — 33%. Maximum AP shell damage — 8600
  • Reload time — 32.0 s
  • 180 degree turn time — 56.2 s
  • Maximum dispersion — 198
  • HE initial velocity — 762 m/s
  • AP initial velocity — 762 m/s
  • Sigma — 1.70
  • Maximum speed — 22 kt
  • Turning circle radius — 650 m
  • Rudder shift time — 9.7 s
  • Surface detectability — 11.7 km
  • Air detectability — 9.4 km
  • Detectability after firing main guns in smoke — 9.0 km

Available consumables:

  • 1 slot — Damage Control Party
  • 2 slot — Repair Party

Tier IV: Gangut

  • Hit points — 40500. Plating — 19 mm
  • Main battery — 4×3 305 mm. Firing range — 15.5 km
  • Maximum HE shell damage — 4500
  • Chance to cause fire — 33%
  • Maximum AP shell damage — 8600
  • Reload time — 32.0 s
  • 180 degree turn time — 56.2 s
  • Maximum dispersion — 209
  • HE initial velocity — 762 m/s
  • AP initial velocity — 762 m/s
  • Sigma — 1.70
  • Maximum speed — 23 kt
  • Turning circle radius — 660 m
  • Rudder shift time — 10.2 s
  • Surface detectability — 10.6 km
  • Air detectability — 9.6 km
  • Detectability after firing main guns in smoke — 8.3 km

Available consumables:

  • 1 slot — Damage Control Party
  • 2 slot — Repair Party

Tier V: Pyotr Velikiy

  • Hit points — 51100. Plating — 19 mm
  • Main battery — 4×2 356 mm. Firing range — 16.7 km
  • Maximum HE shell damage — 5200
  • Chance to cause fire — 38%
  • Maximum AP shell damage — 10500
  • Reload time — 30.0 s
  • 180 degree turn time — 45.0 s
  • Maximum dispersion — 223
  • HE initial velocity — 732 m/s
  • AP initial velocity — 732 m/s
  • Sigma — 1.70
  • Maximum speed — 30 kt
  • Turning circle radius — 800 m
  • Rudder shift time — 11.5 s
  • Surface detectability — 13.7 km
  • Air detectability — 11.5 km
  • Detectability after firing main guns in smoke — 11.9 km

Available consumables:

  • 1 slot — Damage Control Party
  • 2 slot — Repair Party

Tier VI: Izmail

  • Hit points — 55900
  • Plating — 25 mm
  • Main battery — 4×3 356 mm
  • Firing range — 17.0 km
  • Maximum HE shell damage — 5200
  • Chance to cause fire — 38%
  • Maximum AP shell damage — 10500
  • Reload time — 33.0 s
  • 180 degree turn time — 60.0 s
  • Maximum dispersion — 228
  • HE initial velocity — 732 m/s
  • AP initial velocity — 732 m/s
  • Sigma — 1.70
  • Maximum speed — 28 kt
  • Turning circle radius — 830 m
  • Rudder shift time — 12.0 s
  • Surface detectability — 15.2 km
  • Air detectability — 12.0 km
  • Detectability after firing main guns in smoke — 13.2 km

Available consumables:

  • 1 slot — Damage Control Party
  • 2 slot — Repair Party

Tier VII: Sinop

  • Hit points — 65000
  • Plating — 25 mm
  • Main battery — 3×3 406 mm
  • Firing range — 17.8 km
  • Maximum HE shell damage — 5850
  • Chance to cause fire — 41%
  • Maximum AP shell damage — 12950
  • Reload time — 33.0 s
  • 180 degree turn time — 30.0 s
  • Maximum dispersion — 237
  • HE initial velocity — 766 m/s
  • AP initial velocity — 766 m/s
  • Sigma — 1.70
  • Maximum speed — 29 kt
  • Turning circle radius — 960 m
  • Rudder shift time — 12.9 s
  • Surface detectability — 15.0 km
  • Air detectability — 12.7 km
  • Detectability after firing main guns in smoke — 14.5 km

Available consumables:

  • 1 slot — Damage Control Party
  • 2 slot — Repair Party
  • 3 slot — Fighter

Tier VIII: Vladivostok

  • Hit points — 73600
  • Plating — 32 mm
  • Main battery — 3×3 406 mm
  • Firing range — 19.0 km
  • Maximum HE shell damage — 5850
  • Chance to cause fire — 41%
  • Maximum AP shell damage — 13 100
  • Reload time — 33.0 s
  • 180 degree turn time — 30.0 s
  • Maximum dispersion — 252
  • HE initial velocity — 793 m/s
  • AP initial velocity — 793 m/s
  • Sigma — 1.70
  • Maximum speed — 29 kt
  • Turning circle radius — 950 m
  • Rudder shift time — 13.7 s
  • Surface detectability — 15.5 km
  • Air detectability — 13.9 km
  • Detectability after firing main guns in smoke — 14.9 km

AA defense:

  • 10×4 37.0 mm
  • 6×2 37.0 mm
  • 6×2 100.0 mm

Available consumables:

  • 1 slot — Damage Control Party
  • 2 slot — Repair Party
  • 3 slot — Fighter / Radar, that can detect only battleships and CVs

Tier IX: Sovetsky Soyuz

  • Hit points — 88100
  • Plating — 32 mm
  • Main battery — 3×3 406 mm
  • Firing range — 19.4 km
  • Maximum HE shell damage — 5800
  • Chance to cause fire — 40%
  • Maximum AP shell damage — 13250
  • Reload time — 33.0 s
  • 180 degree turn time — 30.0 s
  • Maximum dispersion — 257
  • HE initial velocity — 830 m/s
  • AP initial velocity — 830 m/s
  • Sigma — 1.70
  • Maximum speed — 28 kt
  • Turning circle radius — 950 m
  • Rudder shift time — 14.9 s
  • Surface detectability — 16.7 km
  • Air detectability — 16.7 km
  • Detectability after firing main guns in smoke — 16.1 km

AA defense:

  • 6×2 130.0 mm
  • 4×4 25.0 mm
  • 12×4 37.0 mm
  • 8×2 37.0 mm

Available consumables:

  • 1 slot — Damage Control Party
  • 2 slot — Repair Party
  • 3 slot — Fighter / Radar, that can detect only battleships and CVs

Tier X: Kremlin

  • Hit points — 108300
  • Plating — 32 mm
  • Main battery — 3×3 457 mm
  • Firing range — 20.7 km
  • Maximum HE shell damage — 6600
  • Chance to cause fire — 48%
  • Maximum AP shell damage — 15 500
  • Reload time — 34.0 s
  • 180 degree turn time — 30.0 s
  • Maximum dispersion — 274
  • HE initial velocity — 800 m/s
  • AP initial velocity — 800 m/s
  • Sigma — 1.70
  • Maximum speed — 30 kt
  • Turning circle radius — 1090 m
  • Rudder shift time — 16.3 s
  • Surface detectability — 17.0 km
  • Air detectability — 17.4 km
  • Detectability after firing main guns in smoke — 18.1 km

AA defense:

  • 8×2 130.0 mm
  • 18×4 25.0 mm
  • 12×4 45.0 mm

Available consumables:

  • 1 slot — Damage Control Party
  • 2 slot — Repair Party
  • 3 slot — Radar, that can detect only battleships and CVs

Tier VIII premium: Lenin

  • Hit points — 63200
  • Plating — 32 mm
  • Main battery — 3×3 406 mm
  • Firing range — 18.4 km
  • Maximum HE shell damage — 5850
  • Chance to cause fire — 41%
  • Maximum AP shell damage — 13 100
  • Reload time — 33.0 s
  • 180 degree turn time — 30.0 s
  • Maximum dispersion — 245
  • HE initial velocity — 793 m/s
  • AP initial velocity — 793 m/s
  • Sigma — 1.70
  • Maximum speed — 28 kt
  • Turning circle radius — 840 m
  • Rudder shift time — 13.5 s
  • Surface detectability — 16.6 km
  • Air detectability — 13.8 km
  • Detectability after firing main guns in smoke — 16.1 km

AA defense:

  • 8×4 37.0 mm
  • 10×2 37.0 mm
  • 6×2 100.0 mm

Available consumables:

  • 1 slot — Damage Control Party
  • 2 slot — Repair Party
  • 3 slot — Fighter / Radar, that can detect only battleships and CVs

Russian battleships radar

Surveillance Radar has been added in 3 slot for Soviet battleships tier VIII — X. It has the following characteristics:

  • Targets that can be detected: battleships, aircraft carriers;
  • Range — 15 km;
  • Number of charges — 2 (Surveillance Radar I) and 3 (Surveillance Radar II);
  • Reload time — 270 (Surveillance Radar I) and 180 seconds (Surveillance Radar II);
  • Duration: 40 seconds at tier VIII, 50 at IX and 60 at X.

The radar will help Soviet battleships to detect heavy enemy ships: battleships and aircraft carriers behind islands, in smoke, or in a cyclone. The will help to make the right tactical decision at the right time in the battle.

British Aircraft Carriers

British CVs are coming soon to World of Warships. For now, they are undergoing Supertest and we’re happy to tell you about their features. British CV branch will include 4 ships:

  • Hermes, tier IV
  • Furious, tier VI
  • Implacable, tier VIII
  • Audacious, tier X

The common feature of all British planes will be a large HP pool. A generous number of bombs and an unusual way to drop them is a unique trait of British bombers. If you’re able to predict your target’s manoeuvre, you’re going to inflict more damage than bombers of other nations. But because British planes aren’t diving, the target has more time and chances to lessen the effect of the bombing run. Attack aircraft carry a large number of fast rockets. As for British torpedoes, they have pretty short range but are fast to arm and aim. This makes it possible to launch them at almost point-blank range.

Surveillance Radar changes

The delay to the effect of Surveillance Radar for allies has been added. So, whilst an outline of the Radar’d vessel will show on the minimap it won’t be rendered for allies until 6 seconds has passed, provided the target has been in the radar zone the whole time. All detected targets will immediately appear on the minimap. The interaction of the ship using the Surveillance Radar and the detected target remains unchanged with no delay being added. This change offers some counter-play for DDs and CL with smoke screens so that they can make a manoeuvre to evade the biggest part of the enemy fire.

Due to the change in the mechanics, some ships will receive an increase of the Radar duration:

  • Black from 20 to 22 seconds;
  • Hsienyang from 15 to 20 seconds;
  • Chung Mu from 17 to 22 seconds;
  • Yueyang from 20 to 25 seconds;
  • Dmitri Donskoi from 20 to 25 seconds;
  • Kronshtadt from 20 to 25 seconds;
  • Moskva from 25 to 30 seconds;
  • Stalingrad from 25 to 30 seconds.

As a result, these ships will increase their individual effectiveness against destroyers.

Radar range has been standardized for cruisers:

  • The Radar range of the Soviet cruisers Chapayev, Dmitri Donskoi, Kronshtadt, Moskva, Stalingrad has been increased from 11.7 to 12 km;
  • The Radar range of the American light cruisers Cleveland, Seattle, Worcester will remain the same 9 km, and 8.5 km for Atlanta;

The Radar range of the American heavy cruisers:

  • Baltimore’s goes up from 9 to 10 km;
  • Buffalo ‘s goes up from 9,4 to 10 km;
  • Des Moines’s goes up from 9,9 to 10 km;
  • Indianalopis’s goes up from 9,9 to 10 km;
  • Alaska’s goes up from 9,4 to 10 km;
  • Salem’s remains the same 8,5 km;
  • Wichita remains the same 9 km.

For British cruisers:

  • Edinburgh’s goes up from 9 to 10 km;
  • Neptune goes up from 9.4 to 10 km;
  • Minotaur goes up from 9.9 to 10 km;
  • Belfast remains the same 8.5 km.

Now it will be easier to remember at what distance from you should stay to be undetected.

Interface improvement

The different indicators for Radar, Hydroacoustic Search and guaranteed detection have been added.

Guaranteed spotting

Hydroacoustic Search

Surveillance Radar

As a result, it will be easier to understand how the ship has been detected. When an ally uses a radar or Hydroacoustic Search, there will be a special icon over the ship, and an automatic message about the consumable usage will be shown in the team chat.

A visual effect of the initiating radar has been added. This will allow you to cooperate more effectively with your allies using the radar.

Flooding Changes

The new flooding mechanics will be implemented similar to those of fire mechanics:

  • The ship can suffer two floodings: on the front and back halves.
  • Flooding cannot be inflicted on a part of the ship that is already flooding.

The flooding duration without modifiers has been reduced:

  • 30 seconds remain for CVs;
  • from 90 to 40 seconds for other classes.

The rate of hit points loss with one flooding has been reduced:

  • from 0.667% to 0.25% per second for CVs;
  • from 0.667% to 0.5% per second for battleships and Kronshtadt, Stalingrad, Azuma and Alaska cruisers;
  • from 0.667% to 0.25% per second for cruisers and destroyers;
  • from 0.667% to 0.375% per second for Admiral Graf Spee and HSF Admiral Graf Spee.

Flooding will reduce the power of the engine of any ships, when moving forward by 30% and when moving back by 60%. For example, British Conqueror BB gets flooding in the bow because it’s hit by torpedo:

  • Pre-rework flooding would cause ~49 800 damage if it is not stopped;
  • New flooding would cause much less damage ~ 16600;
  • Two simultaneous floodings would still cause less damage ~33 200.

As for cruisers and DDs, flooding damage goes down even further for them. Let’s see Kagero for example:

  • Pre-rework flooding would cause up to ~9 000 damage, probably killing partially damaged ship:
  • New flooding takes around ~1500 damage.

These changes will make flooding less painful for new players and will allow experienced players more efficient usage of the ship’s combat capability. Flooding will cause less damage to cruisers and destroyers. However, it will still be extremely dangerous for them, as the reduced power of the engine will greatly affect the survival of these classes of ships.

Cross-Realm matchmaking for Clan Battles

After a few failed attempts to create a Cross server system for Clan battles, it looks like Wargaming managed to make it operational.

Devblog note
We’ve finished some additional work on improving visual and technical aspects of the Cross Realm matchmaking. Soon there will be another Cross Realm testing of Clan Battles season.

Permanent camouflages for Blyskawica and the upcoming Implacable

Permanent camouflages for the Blyskawica DD and the Implacable CV have been added in the game.

  • -3% detectability range by sea;
  • -4% dispersion of shells fired by the enemy attacking your ship;
  • -10% cost of the ship’s post-battle service;
  • +50% XP per battle.

London port overhaul

The London port has taken on a winter look.

Saint-Petersburg overhaul

The Saint Petersburg port will be decorated for the Defender of the Fatherland Day.

The map “Shard” rework

The location and height of the islands on the Shards map have been changed:

  • The islands near the central cap are now more equivalent for both teams. Their location will allow cruisers and destroyers to effectively hold the cap after capturing one of the flanks by teammates.
  • Caps on the flanks got more Islands for cover and became easier to capture from the map center.
  • Groups of islands that were placed away from the caps, have been removed. There are two large islands in the North-Eastern and South-Western parts of the map, behind which an aircraft carrier can comfortably stay, and several medium-sized Islands on the way to the caps. These islands will help defend the direction and will be useful to ships, which cover the allies who are capturing control points.

New Collection “Naval Aviation”

«Naval aviation» collection has been added to the game. In consists of 4 pages of items related to naval aviation like planes, landing signal officers and British CV emblems.

New Arsenal Section and new Ressources

Two temporary resources (Crowns and Florins) and a category are added to the Arsenal. You can exchange these resources for signals, camouflages, Warships Premium Account or British tier IV, VI and VIII CVs.

You can get Crowns in 0.8.1 update for completing missions and directives of the “Fly! Strike! Win!” event, and Florins for missions and from “Air Supply” containers. Both temporary resources are necessary to get British CV packs. Both resources will be available in the Arsenal at least till the 0.8.2 update. Afterwards, they can be exchanged for other in-game currency.

New Containers “Air supply”

There are two new “Air Supply” containers — standard and premium. You can get signals, camouflages, Florins and items from “Naval aviation” collection. Also, you have a chance to get one of the British ships: Edinburgh tier VIII, Hood tier VII, Duke of York tier VII or Vanguard tier VIII. These containers could be obtained by completing missions of “Fly! Strike! Win!” directives.

Capacity to open all containers at once

Following feedback, we are pleased to announce that the possibility to open all the containers at once has been added. Rewards that are obtained are sorted, summed and shown on a separate screen.

New Achievements

New Tag

A «February 23» patch has been added for the Defender of the Fatherland Day.

This wraps up what was interesting to see with the 0.8.1 Supertest information. I will try to cover the Russian Battleships as fast as I can. Hopefully, they will be all done by the end of the week. Until then, see you later captains!

One comment

  1. Congratulations, wargaming. 0.8.* updates have utterly ruined the ability to play destroyers. Constant detection, extremely nerfed damage infliction, just take them out of the fucking game already if you hate them so damn much. Gotta cater to idiots!

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