Video: Alpha Test In Numbers – Test Drive
-> http://blog.worldofwarships.eu/video-al ... est-drive/
Video: Alpha Test In Numbers – Test Drive
Interview with the Head of the Technology Department – Sergey Vorobyev
Recently our alpha testers got the chance to talk with the head of the technology department, Sergey Vorobyev. Seizing the initiative, our testers asked about long-term plans, such as destructible objects, crew training and additional modules. The talks happened to be very productive, so we have decided to share this material with you. If you didn’t find the answer to your question, please leave it in comments.
Will there be any maps without islands?
For sure we will have such maps but whether they will be used in random battles is a good question in itself. We will add it to the training rooms.
Will there be an HD-client and ship models with a high pixel count?
There will be an HD client – we even have launched in 4k resolution as an experiment. Right now models are being drawn in huge numbers but not all of them are implemented in-game due to the average player’s PC performance. The created models are higher than our players see in the results but there is another important factor which we must take into consideration – client size. When we have created something comfortable to download for the average player, we will then see if it will allow us to find an optimal client size.
Will roll displacement and section flooding be released in-game?
Section flooding is not planned for now. Roll displacement also is not planned for now but maybe it will be included at release – the chances are very small though. If we are to implement such features, it will complicate physics calculations as the impact angle and fire range will change. We have some thoughts and ideas for these questions but such features will certainly not be included for the game’s release.
What are your plans for the Global map, will it be integrated with World of Tanks and World of Warplanes?
We don’t have any final plans for the global map but we have many plans of what to do with clan players and how to extend players interactions.
Can icebergs and other object be destroyed by ships?
They will be destroyable but it will not happen by release.
Are you going to use Havoc or any other engine?
Maybe we will use Havoc. As soon as it will appear in the game, everything will be destructible. Of all the exciting technologies, Havoc is the most suitable for us but it must be integrated and maintained with content. It is unlikely that this will happen by release.
It was said, that icebergs will be destructible objects. Will they be completely destroyable or will that only be the surface part?
For now, the potential has not been looked at fully. For the sake of performance, we would love to have all the destructed objects, including destroyed icebergs.
When we will see crew in-game and how the crew training look if so?
With the current plan (we cannot promise that this is even the version that will see release), the crew is represented with a ship commander who has special abilities. We are not planning to implement other parts of the crew. Instead of them we will have commander’s perks, which can be researched and developed in different ways. One might have better aiming, another better ship control and so on.
Are aircraft carriers divided into strike and escort carriers?
We are not planning this division for now; we see aircraft carriers as one class in our current game.
Are you planning to add additional ship classes?
We are not planning to add new classes before release. So we will have battleships, cruisers, destroyers and aircraft carriers. In the future we want to do some experiments with other classes.
Are you planning to add additional equipment, such as optics and gun rammers?
Yes there will be equipment. We have many thoughts on how these equipment pieces will influence the game.
Are you able to block, say, a narrow channel with a ship’s hull after it’s been destroyed?
Yes, such things have already happened during alpha test. Everything is possible in theory: shallows have fixed depth, so a heavy cruiser or a battleship can block a channel if the map allows it. We have released such a feature physically and technologically but from a gameplay point of view, we have not found a way to always replicate it.
In one of the recent World of Warships trailers, we were shown a night battle and stormy weather. Are we going to see this in game?
Weather conditions will change and in some cases will influence the gameplay. The most difficult is to implement high seas and water surface variation. Night battles are another question altogether. I cannot imagine what it must be like to battle by the light of the moon alone!
Are you going to implement manual control of AA and secondary guns?
We do not want to implement such a feature right now. We have implemented manual aiming for AA guns and were thinking about how to develop such a feature further, so that a player can manually use other characteristics. However, we are not planning to allow manual use of all the guns available on a ship – it will complicate gameplay a lot.
Do you really plan to implement additional control features for tablets? How is it going to work?
Yes, we would love to integrate tablets into the game. We have lots of ideas, starting from the mini-map or tactical map up to active combat, such as secondary guns and scouts. We have some thoughts of creating a commander tablet, as well as to utilize tablets as some kind of dock management tool (crew, equipment and ship management etc). However, these sorts of things do not have high priority and to say when they will realized is not possible at the moment.
Have a question? Feel free to ask!
Your Chance to Play World of Warships for a Weekend!
What are you doing next weekend? Fancy playing World of Warships instead? Good, because from 12 December to 14 December, World of Warships will be available for a mass play-test event! Wargaming is proud to offer you the opportunity to take part in this bumper weekend where you can try out iconic destroyers, cruisers and battleships from the mighty navies of Japan and the USA.
Features of the Weekend
Take part in tactical naval battles from Tier I to Tier V.
Play 3 classes – stealthy destroyers, nimble cruisers and powerful battleships.
Start your journey through PvE battles before levelling up your account to fight in epic PvP engagements.
Gather game progress towards iconic vessels from Japan and the USA including the USS Fletcher destroyer, the Japanese Shimakaze and the mighty Yamato class battleship.
How do I get involved in playing?
There are two ways to get your place in the weekend event.
(1) Look out for a SIGN UP button on worldofwarships.eu – this button will take you to a special section where you can register.
(2) Get your hands on an invite code that will be distributed through social media and other Wargaming outlets. Keep your eyes peeled as these codes are strictly limited!
For more information please visit worldofwarships.eu/betaweekend or see Facebook and Twitter
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Everything you wanted to know about the Beta Weekend: An Interview with Aleksander Bogomolskiy
On the eve of the weekend testing of World of Warships we spoke to one of its organizers – Alexander Bogomolsky- aka James White – who shared his plans for the future of the project and spoke about the game’s modes, premium equipment, consumables and combat missions.
Q: What will new players see when the project is finally moved into a Closed Beta Test (CBT) stage?
World of Warships will not switch from Alpha to CBT in one moment. Before switching to CBT we will have small period of massive testing – a beta weekend. In the beginning, we want to test several game versions with the help of a mass audience: the client without aircraft carriers, then with all four classes. As soon as we have feedback from these sessions, we will analyze it and the decide when and how to launch beta.
If you want me to name the changes that will appear during the transition to the CBT, I can say that we will add more ships, new tech trees and premium ships. However, premiums ships will not be of Japan and the US only – we will add ships of other naval nations too. Besides that, we will add crew, different consumables and maybe even camo. The process of researching ships will become more deep and detailed. Gradually we will add new elements to the game.
During beta and the super test we will be focused on bug fixing. As during the Alpha stage, such defects like lags and freezes are somewhat forgivable but in CBT they will be one of our main goals to fix.
Another important task is to balance our ships, in terms of tiers and concerning other classes. Right now balance is tested but we need more players to confirm it. This is a CBT priority.
Q: Will you stop alpha during testing periods before CBT?
No, alpha will be working until CBT.
Q: Will the NDA be changed during the Beta stage? Do we have to sign it once again?
It will be easy to sign the NDA – all you have to do is login and tick an “Accept NDA” check box. It was done in the same way in World of Tanks and World of Warplanes. If you tick the NDA box – you have signed the NDA.
We do not know when the NDA will be lifted but we think we will do it in the middle of CBT. Of course, we will have a EULA, a User agreement that will regulate the relationship between players and the game publisher. It will be similar to World of Tanks and World of Warplanes but with its own changes. Besides that, we are thinking about letting players share some part of the game until the NDA is fully lifted.
Q: Are you planning to give any tester rewards to World of Warships alpha testers? For example, in World of Warplanes you had to have played a certain amount of battles to receive a gift.
We will give rewards to some alpha testers. Most likely it will be a ship. Which and what for – these are questions we are discussing right now. Active players who have played more than 50 battles and contributed a lot to the game may get the reward. As for Beta testers – a reward will have its own criteria – but we will talk about this later as we do not want to attract players who are not interested in the game but are only interested in getting gold or a free ship.
Q: Will we be able to stream and take videos during the CBT stage? Are you going to support streamers and VOD creators?
At the beginning of the Beta test the NDA will not be lifted but we will allow testers to create videos and send them to us for approval. As soon as the video is approved, the player is allowed to publish it on their channel. Streaming will not be allowed until the NDA is fully lifted.
Q: Are you planning to have currency during CBT? What will it be called?
Yes we do plan to have currency but the name has not been decided yet.
Q: Are you planning to introduce combat missions?
The Combat Mission system will be diverse and interesting. Daily missions have been implemented already. Each version will have a set of missions that are randomly generated for players. Besides this, we will introduce global missions that will be available for players who have certain ships in their dock. If everything goes as planned, players will have 5-6 daily “quests”. Some of them will be easy, some less so. We will try to avoid situations where it is impossible to complete the mission (quest). However, it is also impossible to foresee everything and when you meet a mission that’s simply impossible to complete, please share your feedback with us. We will analyze it and take measures if needed.
Q: Do you plan to have LAN tournaments or something similar at an event like Cyber Arena after the CBT ends or when the game is launched?
I cannot say about Cyber Arena as you know the game is about ships. If we are to have any launching events, we will have them close to sea or ocean.
We have a plan to soft launch the game – a low key event – to make sure that it works as intended, wait for one or two months, get players’ feedback, make sure that the server is capable to hold enough players and so on. After all of this, we will have a huge event. We would love to host it on a ship, a battleship perhaps, but we do not have exact plans. Will this event be global or regional? If we make it regional – we do not have much choice, as we have a few historical battleships in our part of the CIS region. The first ship which comes to my mind is the Aurora which will be in dry dock until 2016. We will release our game before that time for sure. In Novorossiysk we have the cruiser “Kutuzov” and in Nikolaev the “Admiral Senyavin”. If we do not manage to have event on a battleship, we will try to make it on a boat or at a coastal site.
Q: Are you planning to have company battles as an alternate game mode?
Co-op, company and squadron battles will be introduced as separate game modes. However, this will happen in the far future. We cannot give you the exact dates for sure but something similar will appear in-game. As for player integration – everything is under development and discussion, we do not have a final decision on this question yet.
That is all for now. Tomorrow we will share some more info with you! Stay tuned!
World of Warships Play Test Weekend Has Begun!
Way anchor – the servers went online and it’s time to start your World of Warships weekend!
Be sure you follow the instructions given and have the test version of the client downloaded.
Totally new to World of Warships testing? Fear not, a series of guides are available in the testers’ section of worldofwarships.eu – simply log-in with your access and read away!
Video: Beta Weekend – What Comes Next?
In the wake of the recent weekend testing event for World of Warships, the team got together to produce this video review/rallying call. Enjoy!
Keep your eyes on the various World of Warships media for news about further rounds of testing and development. We’d love to have you on board!
The Beta Weekend in Numbers
The World of Warships weekend testing event concluded last week and we’ve been doing some number crunching since then. Take a look at the fantastic figures of this awesome event in this handy infographic!
Keep your eyes peeled for further rounds of World of Warships testing by following our various media.
Tech Trees: Japanese Destroyers
In the first half of the 20th Century, Japanese military strategists had a different view on the role and main tasks of destroyers, compared to the experts of other naval countries. For example, if the American doctrine saw destroyers as a rather generic type of ship ready for a wide range of tasks, then the Japanese naval designers took the opposite course and tried to maximise their specialisation.
The main purpose of Imperial Navy destroyers was the launching of torpedo strikes, and that led to the main evolution and development strategies of this class. It was the Japanese naval engineers who created the fastest and most powerful torpedo of World War II – the famous type 93, also known as the Long Lance. The designers used oxygen as an oxidant instead of compressed air, which dramatically increased the speed and travel distance of the torpedo. On the other hand, while everyone was concentrating on torpedoes, destroyers in their late construction were lacking air defences, which was never the strong point of the Japanese shipbuilding. If American destroyers had dual purpose main calibre guns on board to protect them from air strikes, for Japanese ships this was an exception and the quality of their early small calibre anti-aircraft guns always left much to be desired.
One of the distinguishing features of the Imperial Navy destroyers of late built comparing to its “classmates” were the location of main calibre guns on the aft of the ship. Japanese naval engineers and designers considered that in rainy and windy weather, bow guns would be at risk of water damage which would reduce their combat effectiveness. As a result, most of the guns were concentrated on the aft of the ship, allowing for serious damage to befall the enemy, even if the Japanese ship was retreating. This is mirrored in-game.
Tier II — Umikaze
This ship was built in 1911 and become the first destroyer of a new generation. Its construction and characteristics set new standards for the next generation of destroyers. It had quite powerful 120mm guns and 4 torpedo launchers. Its speed was 33 knots which is quite fast for destroyers of that time.
Tier III — Wakatake
Destroyer of the 2nd class built at the beginning of the 20s. It overtakes its predecessor in terms of speed and armament – Wakatake was the first ship equipped with a 533mm torpedo launcher. 4 tubes of torpedo launchers were placed on the bow and aft of the hull. They could easily damage well armoured enemy ships and 120mm guns allowed Wakatake to fight off enemy destroyers and lightly armoured cruisers.
Tier IV — Isokaze
Compared to its predecessor, Isokaze was significantly larger, which made her a bit slower. However she gained an additional twin-tube torpedo launcher. Having an increased number of torpedo launchers significantly increases firing angles and increases the effect of player’s actions.
Tier V — Minekaze
The Minekaze type is the last of the destroyers of the Japanese fleet to be equipped with the 533mm torpedo launchers. It has similar torpedo launcher placement to the Wakatake destroyer – in front of the deck-bridge, quite close to the ship’s head, which, by the thoughts of Japanese naval designers, would increase firing angles and simplify aiming.
Tier VI— Mutsuki
Quite similar to its predecessor in most parameters except for the superior 610mm torpedo launchers. Although the number of torpedoes didn’t change, the number of torpedo launchers was reduced to 2. During the research process, players will be able to get the ship’s configuration with AA guns, whereby the ship can better resist attacking planes.
Tier VII — Hatsuharu
This destroyer was built at the beginning of the 30s . Hatsuharu was conducted according to the London Treaty, which among other things limited a ships’ displacement to 1500 tons. This was the first destroyer class to be equipped with 610mm Long Lance torpedoes and quite powerful 127mm main calibre guns. In combination with the 36.5 knots speed and high manoeuvrability, it allows the destroyer to successfully operate even against well-armoured battleships or cruisers. During research, players can replace one of the main calibre guns with light anti-aircraft machine guns, increasing the combat effectiveness against aircraft carriers.
Tier VIII — Kagero
The Kagero was designed and created without the restrictions of the London Naval Treaty and thus, the destroyer has grown in displacement compared to its predecessors. Although the speed and manoeuvrability of the ship remained the same as its predecessor, the arms scheme was redesigned: the destroyer received an additional 127mm main calibre gun but the number of torpedo tubes dropped to 8.
Tier IX — Fubuki
Fubuki is representative of a special type of Japanese navy destroyer, which set a new standard for ships in its class. Compared to its predecessor, Fubuki received reinforced torpedo launchers: the destroyer was equipped with three triple-tube 610mm torpedo launchers. While researching, a player will be able to replace them with quad launchers which would increase the power of the torpedo salvo. 2 of 3 main calibre mounts are placed on the stern, so that the ship can lay down effective fire to cover her retreat.
Tier X — Shimakaze
Destroyer Shimakaze boasts the most powerful torpedo armament in the game – 3 five-tube torpedo launchers equipped with Long Lance torpedoes. If you compare it with Fubuki, Shimakaze has better boilers with higher steam rates, so it can accelerate to an impressive speed of 39 knots.
Interview with Alexander Bogomolskiy – Part II
Here is the second part of our interview with Alexander Bogomolskiy aka James White in which he shares some plans about the Global Map and info on the Russian tech tree.
Is Wargaming planning to launch any other games besides World of Warships, World of Tanks and World of Warplanes?
Yes we have plans but I cannot share anything. As you know Wargaming acquired two studios in the USA: one in Chicago and one in Seattle and of course they do not sit around without work.
New games will appear on most gaming platforms. It is a highly important and responsible work, so it’s hard to mention anything. Please follow our news for information as it comes.
Do you plan to participate in military-historical events, meet-ups and so on?
We plan to participate in these kinds of event but only after the official launch of the game. In addition, we have already started planning these sort of activities. For example, we are in contact with St. Petersburg Naval Museum. Besides this we have visited the cruiser “Mikhail Kutuzov”. Soon we will tell you about our visit and later we will show you another episode of the Naval Legends video series. We do have another very important ship in whose life we wish to participate – the Cruiser Aurora.
In general – as far as events are concerned, all of these will take place at coastal cities and you can count them with one hand. For the CIS region they are Kaliningrad, Vladivostok, St. Petersburg, Odessa and Sevastopol. We have plans to launch huge events for our players after the game’s release.
Are you going to have pre-order ships like in World of Warplanes?
We will have pre-order packages but they will differ from World of Warplanes. More info about pre-order packages will be released closer to the official game launch. Ships in pre-order are likely to be higher than tier III.
What are your plans for the Global Map?
The Global Map and Strongholds are great content for players who have several thousands of battles. When we have thousands of such players, we will introduce this kind of thing. Right now, we are have several ideas on how to release this but it is too early to share any details.
Do you plan to make World of Warships an eSports discipline?
We have been tasked to create a dynamic online game about the warships of the 20th century but not an eSports game. It is hard to tell how good the game will be for eSports right now. This kind of thing will be learned known closer to release.
Here is an age-old question: do you plan to release submarines in game?
As we always say: at the moment of release, the game will have 4 classes: battleships, destroyers, cruisers and aircraft carriers. After the release, we will experiment with other classes and who knows what the results will be.
How are you preparing instances of cheating and unfair play?
Our goal is to be sure that all players are equal in game and no modifications give any advantages to players. Right now, we actively dealing with bots. We are developing new functionalities for combating this sort of thing and we will implement the best technologies from other games. We will meet the official release fully equipped and prepared.
Do you plan to add a Russian tech tree to the game?
Yes we will add one. For example featuring the following ships “Tsarevich “,”Bogatyr”,”Varyag”,”Zhemchug “,”Askold”,”Aurora”,”Cahul “as a version of “Bagatyr” and possibly “Oslyabya.” However, this list is not final and you may see other ships in game.
Video: 2014 in Numbers
2014 was a great year for us but now it’s time to welcome the next one. We summarise the year’s results in this short video and let the numbers do the talking!
Happy New Year to everyone!
World of Warships in the Coming Year: Part I
New Year’s Eve is perfect for self-concentration and meditation. It is the time to look back, sum up the past months and set goals for the future. Today the developers of World of Warships relive the most important events of the past year and speak of their plans for 2015!
Ivan Moroz, Director of Global Operations on the Stages of Project Development
In the course of the year World of Warships has considerably changed and has grown prettier. At a certain point in the development, we put aside the previous gameplay model and many game mechanics and replaced them with a brand new prototype. The result is more than impressive—the gameplay became even more dynamic and intense while remaining profoundly tactical to the core. Players immediately saw the difference. Ships felt better now, their size, speed, guns and every subsystem. Alpha testers also approved of the changes, leaving thousands of comments and tons of feedback on our forum.
The Beta Weekend of World of Warships was an important step and another success that exceeded our expectations. We managed to gather a lot of useful statistics and player feedback during the weekend which is invaluable for further development. We are not planning to slow down in 2015—more stages of mass testing are coming, followed by the home straight to release.
Sergey Philippov, Head of QA department on the Plans of the QA Department
The QA Department grew both in quantity and quality in 2014. We built the core of the department and hired some talented people who are crazy about video games. The game development and testing will get more intense each day, meaning a new stage of expansion and evolution is coming to the department in the near future.
The Automation Testing team achieved great results in 2014. They finished creating software tools allowing us to carry out the most complex tests of both game client and server with the help of bots. Moreover these tools do not require enormous resources to support them. Software imitating behavior and reactions of a “living” player is currently in the final stage of testing. It is indispensable to testing the game’s functionality. This software will facilitate the recording of battles of the same type so we can discover and eliminate difficult-to-find bugs. Game performance testing has basically moved to a whole new level.
Plans for the new year? First and foremost, we are planning to grow and expand even more. The Automation Testing team sees their priority as fine-tuning and enhancing the already available tools, as well as using bots for routine tests. The Performance Testing team will focus on optimizing the game for average hardware configurations. Of course we will continue to increase our project and professional skills, develop more tests of the game’s functionality and quickly react to any changes.
Vladimir Gremitskiy, Head of Art Department on Warships
The highlight of the year for the Art Department was the implementation of PBS (Physically Based Shading) technology which took game textures to a whole new level. In short, it is based on the principles of physics regarding interaction between light and different materials. PBS makes light effects on different surfaces look more realistic whether it’s wood, polished metal, rubber, or a textile. You might have already seen PBS in action at IgroMir 2014. All warships shown here were redesigned to incorporate PBS, including the Aurora which made quite a stir.
The main goal of our team in 2015 is to accelerate the production of ship models, including new game nations. For example, we have already begun working on Russian tech tree. We visited several naval museums of the Soviet fleet, such as the Project 7 Rekordny destroyers and the cruiser Mikhail Kutuzov. The design team of the Art Department is already studying documentation on unfinished Russian aircraft carriers. In short, there is much to do in the next year and we are absolutely ready.
Keep an eye out for part II – coming soon!
World of Warships in the Coming Year: Part II
Vladimir Grisyuk, Game Designer on Gameplay
Over the past year, our game designers created a draft of World of Warships – we have successfully tested elements of key game mechanics. Also, we have finished several tech trees for ships. In addition, during the alpha test, we redesigned and improved the combat system, and tested hundreds of prototypes and models of various aspects of the gameplay. As a result, World of Warships’ gameplay became more interesting and immersive.
Over the next year, we’re going to keep the pace up. Our plans for 2015 are:
-To review and launch unique game modes (which have never appeared in Wargaming projects)
-To add new tech trees
-To implement crews with a system of perks and skills
-And finally, to add modifications to ship equipment and develop advanced content for active players.
Anton Artemov, Head of User Interface department on the Interface
This year, we finally answered some important questions: how to ensure that controlling ships is easy for the player, what degree of automation is necessary e.g. what a ship should be able to do by itself versus what the player should have to do. It had to remain a game and a challenge, rather than feeling like you were simply controlling an armed drone.
Over the past year, we redesigned and introduced structural solutions that allowed us to systematize and simplify the interface development process. From the formation of the original concept and prototyping, to the implementation and automated assembly of different configurations – we have streamlined.
We now understand our player base better within the context of the general population. We have progressed in studying basic questions: for example, what the word “interesting” really means, what tasks a player sets for himself to solve in the game, and what the differences among players from different parts of the world are.
In 2015, our main goals will be:
-To create solutions that will improve the quality of user interaction
-To provide the necessary customization options for users of different gaming experience, with different needs in the game.
In addition to these goals, we will improve the visuals, extend game functionality and interface, as well as implement and improve tools for team collaboration.
Sergey Vorobyev, Head of Technology Department on Technology
During the year, we have done a great job with World of Warships – we have dramatically changed the gameplay and interaction with new players, and improved the graphics of materials and special effects. However, this is only the beginning – a significant portion of the content will be reworked and adjusted for the new technology.
We have taken game optimization to a new level. We have improved game performance, though it can still be improved – the frame rate (FPS) on various PC configurations is more than 30 FPS. During the year, we started alpha tests in 4 regions of the world: the RU region, Europe, North America and Asia; all the regions participated in the beta weekend, in which more than 47,000 gamers participated.
Next year, we expect even greater challenges: the next phase of testing, new clusters and technologies. We are going to continue evolving the gameplay, and of course, we are going to introduce several new ships.
World of Warships in the Coming Year: Part III
We sat down with Aleksandr and Daniil from the development team to talk about the future of World of Warships one last time before we finally let them get back to work.
Aleksandr Bogomolskiy, Publishing Producer on Testing
I feel like we made huge progress during the last year as we polished and re-worked most of the key elements of the game mechanics and gameplay. We have opened three new game servers – European, North American and Asian. Our World of Warships community has increased – we launched modernized versions of the official portals and we published hundreds of articles on our Developers Blogs, including a recently established Korean one.
Right now the “Alpha” is coming to an end while the game is being prepared to move into the new testing stages. Quite recently we held a Beta Weekend in World of Warships which turned out to be very successful. Invitations went out like hot cakes – nearly 50,000 players got their hands on the game! The forum commentators seemed impressed by the depth and overall dynamics of World of Warships and highlighted the right balance between great visuals and high performance which made gameplay comfortable even on a low-end PC.
The results from the Beta weekend, excited comments from the players and the attention of all Navy fans once again confirmed that the game is being developed in the right direction. The new testing phases are about to begin very soon, so follow the news and stay with us on this great journey!
Daniil Volkov, Development Director on what’s important
There is no doubt that we are keeping the right course with the development of World of Warships. When the Alpha testing began, the game was still quite raw and rough around the edges but within a couple of months, thanks to the efforts of the development team and great help from the Alpha testers, the game has evolved and changed, both from gameplay and technological standpoints. So we decided that it was high time to lift the veil – we held our first beta weekend with 47,000 active gamers. For us the testing turned out to be a great success and the game itself was well-received by the players.
And this year will not be boring either! We are definitely planning to surprise and please our players with interesting, unexpected ideas and gameplay concepts. We will also be launching even more testing stages so gamers all around the world can keep track of the progress we are making with World of Warships.
Tech Trees: American Destroyers
Today, we are going deep within the destroyers’ branch of the US Navy. If you ever wondered about the genesis of this nimble, but fearsome class of ships this article should give you the needed insight as did the previous article on their [url=worldofwarships.eu/en/news/common/tech-trees-japanese-destroyers/]Japanese counterparts[/url].
American engineers, unlike the Japanese, had a more traditional view of the destroyers’ role and importance. They preferred not to focus on the torpedo armament, but to rely on a versatile and flexible operational use instead. The US Navy destroyers accomplished a variety of tasks, serving as convoy escorts, performing patrol duties, participating in joint actions in a squadron, and providing the submarine and anti-aircraft defense.
The early models of US Navy destroyers had a distinctive, but quite controversial feature—their torpedo tubes were mounted on the broadsides and could not rotate. Most of the enemy destroyers of that time had their torpedo tubes mounted on the centerline. As a result, the U.S. destroyers had more torpedo tubes than their Japanese counterparts, but their broadsides were almost even. By the end of World War I this layout was abandoned, though some traces of the obsolete design may be found in subsequent destroyer classes, such as the Mahan.
All the U.S. ship classes considerably improved their anti-aircraft armament during World War II. The destroyers were no exception—for a long time they carried the most powerful anti-aircraft batteries among their rivals from other countries. At the same time, their torpedo armaments traditionally fell short behind the Japanese design. Despite many successful projects, they failed to reach the characteristics of the famous Type 93 oxygen torpedoes.
The US Navy destroyers’ research tree begins at Tier II
The Sampson was the first U.S. destroyer with a displacement exceeding 1,000 tons. She laid down the guidelines of development for the further generations of destroyers. The Sampson was armed with four torpedo tubes, but as they were mounted on the broadsides, she could only shoot two of them in one salvo. The speed of 30 knots was enough to compensate this shortcoming and allowed for active maneuvering during battles.
The Wickes-class destroyers did not have an elevation on the bow called a forecastle. This design is known as a “flush deck” hull. The Wickes used the same armament and armor as her predecessor, but had an increased speed of 35 knots and a more effective type of torpedoes.
The Clemson was a “flush deck” destroyer class that included 156 ships. Most of the characteristics, such as the speed and the torpedo armament, remained unchanged as compared to her predecessor. However, in the course of production the U.S. fleet command decided to increase the firepower of these ships by installing twin-barrel primary armament guns. As a result, players can research and install up to eight 102 mm (4 in) guns on the destroyer.
V Destroyer Leader (1919 Project)
A project of the destroyer leader developed on the basis of the Clemson class. The ship’s displacement considerably increased in comparison with her prototype. The armament included five 127 mm (5 in) artillery guns and four triple-mount torpedo tubes. Players can replace one of the primary armament turrets with an anti-aircraft battery, which is indispensable when fighting enemy aircraft carriers. Despite its great potential, the project was not realized due to financial cuts after World War I.
The Farragut carried the newest 127 mm (5 in) guns that became the primary armament for many subsequent destroyer classes, and served as auxiliary guns for further cruisers and battleships. She had bigger displacement than her predecessors, except for the Destroyer Leader (1919 Project). The torpedo armament consisted of two quadruple tubes. The project proved to be very successful and served as a prototype for almost all of the subsequent U.S. destroyer classes.
The Mahan was a further development of the Farragut class. She had bigger displacement and an additional torpedo launcher. However, due to the side mounting of the second and the third torpedo launchers, the broadside remained the same as the Farragut’s. During research, players can replace one of the primary armament turrets with an anti-aircraft guns battery, significantly increasing the ship’s anti-aircraft defense.
The Benson-class destroyers are the first of the U.S. research tree to have the five-tube torpedo launchers. As a result, the maximal broadside is increased to ten torpedoes. The destroyer features new primary armament turrets that give her the advantage of an increased artillery fire.
The Fletcher-class is world-renowned as the most produced destroyer of the US Navy fleet with a total of 175 ships commissioned. The Fletcher-class was designed when the U.S. had already withdrawn from the London Naval Treaty. As a result, the Fletchers had a much greater displacement. The engine room was rather well armored against shrapnel hits of high-explosive shells. The ship carried a new type of torpedoes that were only slightly inferior to the famous Long Lance torpedoes.
The Gearing-class destroyers together with the Fletcher-class and the Allen M. Sumner-class were the core of the post-war U.S. fleet. Some of the Gearing-class ships remained on active duty until the 1990s. Unlike most of her predecessors, the destroyer’s primary armament guns were mounted in pairs in several turrets. The spare place on the deck was used to install additional antiaircraft batteries.