[World of Warships] News/Screens/Videos/Infos

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 18. Februar 2015 19:06

Tech Trees: Japanese Cruisers


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Torpedoes were an inseparable part of the Japanese Navy DNA as much as armour and primary guns on the side of the US Navy. This time we are looking at the Japanese cruisers which relied on their torpedoes as much as their primary guns, which made them fearsome enemies in close range combat, but very fragile if met by a prepared foe.

Torpedoes in their DNA

Japanese engineers held quite unconventional views on cruisers as a class. While their American counterparts relied mainly on the main guns, nearly every Japanese cruiser was equipped with torpedoes. This gave the cruiser ships serving under the Japanese flag an edge over their adversaries in close range engagements.


Glass cannons

However, this advantage proved to be a double-edged sword, since their primary turrets were only protected by light splinter armour. This made them faster and more nimble, but more vulnerable to penetrations even by less powerful guns. Getting to the enemy up close and personal just got a bit more risky. But sometimes the risk is worth it – captain’s decision!


Watch out: planes!

Another main sore point of nearly every Japanese cruiser is their relatively (for the cruiser class) weak anti-aircraft armament. While the high tier cruisers are quite competent in defending themselves (and the rest of the fleet) against air attacks, they still lack the oomph that comes natural to their American counterparts. Moving in packs is therefore advised if you are at the helm of a Japanese cruiser, especially in lower tiers.

Siehe Grafik im Originalpost!

Curious enough to see the whole tech tree? It is right here, on our developers blog!

Action Stations!

-> http://worldofwarships.eu/en/news/commo ... -cruisers/
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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 3. März 2015 15:44

Tech Trees: American Battleships


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US Navy battleships are not the clumsy juggernauts we might expect them to be. American engineers swore by a clever use of armour that made them more protected where it mattered the most. This approach made American battleships surprisingly nimble, allowing them to stay on the heels of allied cruisers, aircraft carriers and even some destroyers.



Battleship Evolution

The Tree of US Navy battleships begins at Tier III.

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USS Michigan and her sister ship USS South Carolina were the first dreadnoughts of the US fleet. Eight 12in (305mm) artillery guns on Michigan were divided between four turrets: two fore and two aft. The turrets were placed in a superfiring arrangement where one turret was mounted slightly behind and above the other—quite an innovation for those times.

Unlike her Japanese counterpart Kawachi, she could use all her guns to fire a full broadside. As to her maximal speed, it left much to be desired: she would not go faster than 18 knots.


IV Arkansas

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USS Arkansas carries guns of the same calibre as her predecessor, but her firepower is significantly increased. The ship has twelve guns installed in six turrets. The layout of the turrets is quite unique: two of them are mounted forward, two aft, and two amidships. As a result, bow guns and after guns can fire straight and sideways, while central turrets can only fire sideways.

The ship has the same level of armour as her predecessor Michigan, however her speed is increased to 21 knots.


V New York

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The first super-dreadnought of the US Navy. She carried new more powerful and long-range guns with a calibre of 14in (356mm). Engineers had to give up one of the gun mounts to not exceed the designed displacement. The ship is armed with ten guns installed in five turrets.

Other than that, New York is very similar to her Tech Tree predecessor; even the speed remained the same—21 knots.


VI New Mexico

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The first “standard” battleship of the Tech Tree armoured according to the “all or nothing” concept. The ship’s citadel is covered with a 13.5in (343mm) armour belt that can withstand large-calibre hits. Antiaircraft armaments also moved to a new level—USS New Mexico carries powerful 5in (127mm) antiaircraft cannons.

Unfortunately, all these improvements come at a price of very low manoeuvrability. The same speed of 21 knots also leaves much to be desired.


VII Colorado

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A new battleship and a new stage of US naval artillery development. USS Colorado boasts eight super powerful 16in (406mm) guns. The battleship inherited most of her predecessor’s advantages and improved upon them. She has equally powerful armour able to withstand large-calibre hits.

A battery of 5in (127mm) antiaircraft cannons makes Colorado a formidable adversary to aircraft carriers.


VIII North Carolina

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This battleship has a little less armour compared to Colorado, but she gained manoeuvrability instead. The increased speed of 27 knots allows USS North Carolina to act in a tactical formation with aircraft carriers and cruisers, and be more fast and agile in a battle.

Powerful auxiliary armament is one of this ship’s strengths. She carries a battery of 5in (127mm) dual-purpose guns that are perfect to fight off light ships and enemy aviation.


IX Iowa

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Engineering solutions used in USS North Carolina were further elaborated in USS Iowa. Iowa is a powerful and high-speed battleship capable of fighting in mobile task forces together with aircraft carriers and cruisers. The ship managed to maintain the same excellent speed and increase her defence and armour.


X Montana

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This battleship could have matched the legendary Yamato, if the project hadn’t remained on paper. The relatively low speed of 27 knots is compensated by increased armouring and excellent armament. While her predecessor Iowa has only three turrets, Montana carries twelve 16in (406mm) guns in four triple turrets.

Former dual-purpose artillery guns were replaced with more powerful and elaborate guns.





That’s it for today! We hope you liked our look at the US Navy battleships. Feel free to leave a comment down below!

Action Stations!

-> http://blog.worldofwarships.eu/tech-tre ... ttleships/


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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 10. März 2015 15:37

Closed Beta Land Ho!


World of Warships has successfully sailed through the rough waters of Alpha testing, so it is with great pleasure that we can announce the game is entering the port of Closed Beta very soon. It is going to stay anchored there for a while, so you’d better get settled in!



When?

Closed Beta testing will start 12 March 2015. Details will be shared with you on the portal on this day.


How?

Here comes the slight catch, folks. As the game is still being worked on by our developers to make it really something, we cannot let everyone in. Not just yet. That’s why we have the Closed Beta phase, which we are entering now.



Read closely now. You will get an opportunity to access the Closed Beta play testing by applying through an open form, which is going to be published on the very day of the Closed Beta launch. After reaching a certain number of applications, we will disable the form to stop the flood of requests.



So keep an eye on the portal. If you snooze, you lose!



With CBT just around the corner, we are happy to drop the non-dislosure-agreement that prevented you all from sharing your adventures from the game with the rest of the community. From 12 March onwards, you will finally be able to post your videos, screenshots and impressions without any constraints!

Meanwhile, take a look at the fantastic trailer above. Oh, you did already, didn’t you…



Action Stations!

-> http://blog.worldofwarships.eu/closed-beta-land-ho/


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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 12. März 2015 16:02

Closed Beta Ahoy!


Floating out is an important milestone in a modern ship’s life, when she leaves dry land and becomes waterborne for the first time, being pulled out by tugboats to a berth where the construction continues.
Without going to deep into this romantic analogy, this applies to World of Warships too.
We are happy to say that Closed Beta testing is about to start and you have a unique chance to be part of it!





How to get in?

To get an opportunity to access the Closed Beta play testing, click on the button below which is going to ship you to our access form. Once you have filled it out, cross your fingers and count your blessings. If you get access to the Closed Beta, we will let you know.

[ACCESS BUTTON]


We hope you enjoy your time spent in Closed Beta testing and we are eagerly expecting to hear your feedback in the forums.

Action Stations!

-> http://blog.worldofwarships.eu/closed-beta-ahoy/


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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 13. März 2015 15:16

Die Gamestar hat einen Artikel zu dem Spiel verfasst: http://www.gamestar.de/spiele/world-of- ... 83809.html


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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Wüstenkrieger » 13. März 2015 17:38

ich werde am WE auch mal ein Review verfassen. Seit Gestern sind ja die Sperren weggefallen. :strategie_zone_4:

*dieser Post zerstört sich dann selber*
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Forenregeln.....Lieber einen Tag lang gekämpft wie ein Löwe, als 100 Jahre gelebt wie ein Schaf...

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 13. März 2015 18:09

Der Wüsti ist also auch drinnen? :strategie_zone_40:


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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 1. April 2015 10:48

Wie geht es mit World of Warships weiter?


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Kapitäne,
obwohl die Entwickler in Sankt Petersburg vor lauter Arbeit an World of Warships, das gerade in die geschlossene Beta-Phase (CBT) gestartet ist, fast ersticken, waren sie so freundlich, unsere Fragen zu den nächsten Entwicklungsschritten von World of Warships zu beantworten. Und wir können euch jetzt schon verraten, dass einiges davon ziemlich abgefahren ist! Lest weiter.

Iwan Moros, Leiter der Abteilung Global Operations, über den aktuellen Status von World of Warships

Es ist wichtig, dass wir beweisen konnten, dass unser Konzept funktioniert. Das Basisspiel gefällt einem breiten Publikum und wir können mit Sicherheit sagen, dass niemand in dieser Phase der Spielentwicklung ein derart ausgereiftes Spiel erwartet hätte. Und natürlich die Tatsache, dass es uns gelungen ist, die geschlossene Beta-Phase mit wehenden Fahnen einzuläuten!

Hinsichtlich der geschlossenen Beta sind wir recht zuversichtlich, dass wir nicht allzu viel Zeit in dieser Phase verbringen werden. Nur ein paar kosmetische Änderungen und Ergänzungen, ein paar Spielfunktionen und so weiter.

Was die OBT – die offene Beta-Testphase – betrifft, so liegt der Schwerpunkt hierbei auf dem „O“ statt auf dem „T“. Unser Ziel ist es nämlich, ein Spiel zu liefern, das in qualitativer Hinsicht bereits stark der Endfassung ähnelt, und dass unserer Community das Spiel gefällt. Wir werden jedoch weiterhin Feedback sammeln, bevor das Spiel von der Leine gelassen wird.

Sergej Philippow, Leiter der Qualitätssicherung, über die Spielleistung auf leistungsschwächeren PCs

In der geschlossenen Alpha-Phase richtete sich die Aufmerksamkeit eines Großteils des Entwicklerteams auf der Optimierung der Leistung von Spiele-Client und Server. Wir wussten, dass wir 40 % unserer potenziellen Zielgruppe den Zugang zum Spiel verwehren würden, wenn World of Warships nicht auf schwächeren Geräten laufen würde. Zum Start der geschlossenen Beta-Phase können wir definitiv behaupten, dass World of Warships auf PCs mit 32-bit Windows-Systemen gespielt werden kann. Somit können auch Nutzer von Windows XP mitmischen. Der nächste Schritt besteht darin, sicherzustellen, dass wir dies auch im Rahmen der restlichen Entwicklung beibehalten.

„Das Spiel wurde in Sachen Grafik seit den ersten Prototypen im Jahr 2012 erheblich verbessert. Die Oberflächen der Schiffe und der Landschaften wurden mit einem neuen Rendering-System bearbeitet, wodurch diese je nach Bedarf frisch und glänzend oder rostig und verwittert erscheinen. Auch Wasser- und Feuereffekte wurden wesentlich verbessert. Die nachstehende Galerie zeigt diese Evolution, von den Frühversionen bis hin zur aktuellen Spielfassung.“

Wladimir Grisjuk, Spieldesigner, über das Gameplay und die weiteren Pläne

Wir haben wirklich versucht, jedem Schiff individuelle Merkmale zu verpassen, um es dadurch besonders zu machen und ihm auf gewisse Weise einen „Charakter zu verleihen“. Dies geht einher mit unseren Bemühungen, sicherzustellen, dass das Spielerlebnis bei unterschiedlichen Forschungsbaumzweigen (Zerstörer, Schlachtschiffe usw.) und Nationen deutlich variiert. Auf diese Weise können unsere Spieler einfacher die zu ihnen passende „Nische“ finden. Oh, und es wird Premium-Schiffe geben ... Einige davon sind bereits im Spiel, wie zum Beispiel der mächtige Kreuzer Aurora.

Neben den Premium-Schiffen beabsichtigen wir auch die Einführung der fehlenden Forschungsbaumzweige für die USA und Japan (amerikanische Schlachtschiffe und japanische Flugzeugträger). Das interne Modulsystem wird einigen Änderungen unterzogen und danach werden wir ein paar neue Funktionen, die wir einführen wollen, bis aufs Mark testen, wie zum Beispiel verbesserte Geschosse, verbesserte Spielmechanik der Jäger und panzerbrechende Bomben.

„Wir wollen während der geschlossenen Beta-Phase die ersten Premium-Schiffe einführen, zum Beispiel die britische Warspite. Bis zur OBT werden wir einen Haufen neuer Schiffe haben, mehr können wir derzeit aber nicht verraten.“ - Wladimir Gremitskij, Künstlerischer Leiter, über die Einführung neuer Schiffe

Anton Artemow, Leiter der Abteilung Benutzeroberfläche, über das Testspielen

Eine der größten Herausforderungen bestand darin, die Bedienung solch komplizierter Einheiten wie Kriegsschiffe für unsere Spieler so einfach, unterhaltsam und angenehm wie möglich zu gestalten. Wir mussten sicherstellen, dass die Bedienung nicht zu komplex ausfällt und wir dennoch die taktische Tiefe bewahren. Um diese Anforderungen zu erfüllen, waren viele Analysen notwendig. Außerdem mussten wir mehr als einmal ganz von vorne anfangen. Wir haben die Aktivitäten der Spieler im Spiel analysiert, genau beobachtet, wie unser Spiel gespielt wird, und anschließend die Designentscheidungen getroffen, die diese Analyse nahelegte. Wenn ihr uns also wirklich dabei helfen wollt, das Spiel noch besser zu machen, und zu seiner Entwicklung beitragen wollt, dann spielt einfach so oft wie möglich das Spiel und beantwortet die Fragen, die wir in unseren Umfragen stellen. Das hilft uns wirklich weiter!

„In der CBT und der OBT werden wir das Spiel noch angenehmer und kurzweiliger gestalten! Hierzu gehört eine Reihe von Verbesserungen, wie Optionen zur individuellen Anpassung, Tarnungen und Flaggen für eure Schiffe.“

Wir arbeiten derzeit auch daran, den Einstieg in das Spiel zu vereinfachen. Hierzu gehört nicht nur das Erlernen der Grundlagen für Anfänger, sondern auch die Unterstützung bei der Ausbildung der Spielerfertigkeiten im Laufe des Spiels, indem wir den Spielern helfen, komplexe taktische Lösungen und fortgeschrittene Teamstrategien zu erlernen.

Daniil Wolkow, Entwicklungsleiter, über die Zukunft

Wir werden auch weiterhin individuelle Eigenschaften für Schiffe entwickeln und verbessern (wie zum Beispiel Nebelwände für Zerstörer, Flak-Sperrfeuer für Kreuzer und zusätzliche Reparaturmöglichkeiten für Schlachtschiffe). Diese sind bei den Spielern sehr gut angekommen. Daher wollen wir diese Richtung beibehalten.

Wir werden auch den grafischen Aspekt der Schiffe angehen, was zusätzliche Optionen wie Tarnungen und Flaggen betrifft – wir haben hier etwas Außergewöhnliches im Sinn, was den Spielern aber definitiv gefallen sollte! Wird nicht so einfach sein wie bei anderen Spielen ...

Was neue Karten angeht, so wird es etwas schwieriger. Wir sind bereits kurz davor, die Entwicklung einiger Technologien zu beenden, die für Karten notwendig sind. Sobald aus technischer Sicht alle Vorarbeiten erledigt sind, werden wir versuchen, weitere Karten hinzuzufügen. Wir wollen ja auch neue Karten!

Und abgesehen davon ... GEILERE KARTEN!!!



Das war's, Leute. Wir werden die Entwickler jetzt wieder ihrer Arbeit überlassen. Und bis zum nächsten Mal ...

Auf die Stationen!

-> http://worldofwarships.eu/de/news/commo ... next-2015/


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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 1. April 2015 10:49

Videovorschau: US-Nation



Auf Gefechtsstation!

-> http://worldofwarships.eu/de/news/commo ... on-teaser/


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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 28. April 2015 18:44

Morgen kommt ein neues Schlachtschiff der Briten: http://worldofwarships.eu/de/news/commo ... -warspite/


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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 6. Mai 2015 21:58

Premium-Übersicht: Gremjaschtschi – Macht und Nebel


-> http://worldofwarships.eu/de/news/commo ... emyashchy/


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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Arvalos » 13. Mai 2015 15:12

Ich hoffe alle können Englisch. Übersetzen wollte ich das nicht noch alles. Hier die Patchnotes für 0.3.1. Die Uhrzeiten mit Vorsicht beachten. Das ist nicht der Zeitpunkt für den EU Server!

[Maintenance] Version 0.3.1

Today
Commanders,

Please be notified that the World of Warships server will undergo a brief maintenance to deploy Version 0.3.1.

Maintenance Start: 14 April 2015 @ 05:00 UTC+8 Maintenance End: 14 April 2015 @ 06:30 UTC+8

Version 0.3.1 will bring with it even more bug fixes to the game. Please see the full patch notes below for more information.

Version 0.3.1 Release Notes

General Changes

Signals and Achievements

A system of achievements and signals has been introduced. By obtaining achievements, a player earns sets of signals that reflect the player's gaming performance. There are 10 signal types at the moment; each of them can be awarded once a day. The player can mount the earned signals on any ships: aircraft carriers have 4 slots for this purpose, while the other ship types have 8 slots each. Each type of signal affects the ship’s performance in a particular way — from giving extra credits for a battle to slightly enhancing the maximum speed. All the signals mounted on a ship are spent in one battle. Along with achievements, a new feature of gift boxes has been introduced. The Gift Box can contain a certain amount of game items (only signals at this point).

Introductory Mission

A scripted training mission is available only for new players. It introduces the basics of control, firing and game mechanics to newcomers. The Introductory Mission starts automatically after the login if free server resources are available. Upon completion of or exit from the Introductory Mission, the player goes to Port and receives Level 1 in Service Record.

Teamkill Penalty System

For any actions against allies (damage to and/or destruction of the allied ship) a penalty is imposed on a player at the end of the battle in the form of decreased amount of experience and credits. A teamkill rating is opened for such player. When the player's rating reaches a certain value, the Teamkiller status is activated for the player. From this moment an equal or increased amount of the damage the player caused to allies is deducted from the ship's combat capability. The higher the rating, the greater the damage multiplier is. The teamkill rating is reduced when the player damages and destroys enemy ships. The teamkill rating will decrease slightly at the end of the battle if the player takes no hostile actions against allies during the battle. When the teamkill rating becomes low enough, the Teamkiller status is revoked. When calculating the teamkill rating, the type of armament used is also taken into account. The teamkill rating can be reduced by causing damage to enemies with a certain armament type; however, this reduction will only affect the rating for damage caused to allies with the same type of armament. The players with Teamkiller status are not banned. They are only marked in a certain way.

Ships

Changes in Tech Tree

New technical branches added: U.S.A. battleships and Japan aircraft carriers. IJN Tier IX and Tier X carriers (Taiho & Hakuryu) are temporarily removed from the tech tree.
Gaps in Japan technical branches have been filled by Furutaka, Tier V cruiser, and Izumo, Tier IX battleship. * U.S.A. technical branch has been changed. Bogue, Tier V aircraft carrier, has been introduced to move Independence, aircraft carrier, to Tier VI. Removed Saipan, Tier VI aircraft carrier, from the Tech Tree.
Added Ishizuchi, Tier IV Japan battleship. She will not be available for purchase for some time after the game version is released.
Tatsuta, Tier III Japan cruiser, has been renamed to Tenryu.
Visual models of several ships have been changed. Both hulls of Tenryu, Tier III Japan cruiser, have been changed. Hulls also have been added for Omaha, Tier V U.S.A. cruiser, and for Ranger, Tier VII U.S.A. aircraft carrier.

Aviation and Aircraft Control

When an order is given to a squadron with a middle button click, the camera will focus on the squadron, in a similar way to tracking a shell or torpedo after firing. If an aircraft carrier is destroyed, a countdown timer will be activated for all her airborne squadrons. When the countdown time (3 minutes for now) expires, these squadrons will be destroyed. During the countdown, the squadrons will follow the last orders given to them. When an order has been fulfilled or cannot be further fulfilled, the squadron will automatically switch to waiting on orders. All the aircraft in the squadron that were not shot down by the enemy after the destruction of their carrier ship will not be considered as lost in action in the battle results. When the battle is over, these aircrafts will be automatically added to the ship without cost. From now on, fighter squadrons that are not out of ammunition can be ordered to escort ships or other squadrons. When escorting a ship, fighters will attack any enemy squadron within 1.5 km radius from the escorted ship. When escorting other squadrons, fighters will attack only enemy fighter squadrons within the same radius from the escorted squadron. Attack aircraft/fighter squadrons that are out of ammunition can only be ordered to follow the player's ship or squadrons. For all squadrons, we temporarily disabled the ability to follow and escort allied ships and squadrons. For now, only the player's aircraft carrier and squadrons can be followed or escorted. Moreover, now the squadrons that are already followed or escorted cannot be ordered to follow or escort the player's ship or other squadrons. For attack aircraft squadrons, we added a visual indication to inform the player that it is impossible to cancel or redirect a squadron's attack after it has started. In such situations, the torpedo cone or bomb delivery ellipse will be yellowed.

Game Balance Changes

General

Now plating and construction steel are also treated as armour for the purpose of shell ballistics calculation.
Arming threshold has been raised for AP shells.
Penetration threshold has been lowered for HE shells.
Damage from HE shells has been reassessed upwards and penetrating hit damage has been increased.
Ship combat capability will no more be decreased because of close HE shell explosions; these explosions will only * damage affected ship modules.
Torpedoes' visibility from the air has been reduced.
Both reloading time and action time of the Damage Control Party consumable has been increased for battleships.
The action time of Damage Control Party will be 20 seconds for U.S.A. battleships, 10 seconds for Japanese battleships, and 15 seconds for Warspite, Tier VI U.K. battleship.
Patrol area dimensions have been increased for catapult-launched reconnaissance aircraft.
The Repair Party consumable will become available on Tier IX and X heavy cruisers.
Damage from HE bombs has been increased.
Reload time of all 610 mm torpedo tubes has been decreased.
Damage to the main battery turrets has been decreased.
The ship mobility system has been improved. Now turning circle radius and dynamics are more dependent on the displacement, engine power, and the linear dimensions and proportions.
With addition of many new ships with different armour structure, there were a lot of issues reported regarding incorrect armour stats displayed in Port. The Armour UI was temporarily removed, and will be brought back after reworking.

Individual Ships

The main battery firing rate has been increased for Yamato, Tier X Japan battleship.
Smoke Generator and the Smoke Charge consumable have been added for Kitakami, Tier VII Japan cruiser.
The main battery rate of fire has been increased for Baltimore, Tier IX U.S.A. cruiser.
Mogami and Myoko have swapped places in Japan's technical branch. Now Mogami rests at Tier VIII while Myoko is at Tier VII.
Both main battery firing rate and combat capability have been increased for Zao, Tier X Japan cruiser.
The aiming speed of main battery guns has been increased for Fuso, Tier VI Japan battleship.
AA armament has been weakened for the top hull of Fuso, Tier VI Japan battleship.
AA armament has been weakened for the top hull of Kongo, Tier V Japan battleship.
Accuracy of 140 mm secondary battery guns has been reduced for Nagato, Tier VII Japan battleship.
Warspite, Tier VI U.K. Premium battleship, now features improved accuracy of secondary battery, and main battery accuracy at short range. The ship will also enjoy higher efficiency of the Repair Party consumable.
Accuracy of 140 mm secondary battery guns has been reduced for Amagi, Tier VIII Japan battleship.
Changed the efficiency of Warspite's repair crew, it is now 10% more effective than in 0.3.0

Game Maps

*Visual design of all maps is still in progress.

Map randomization priorities have been revised.
Matchmaking screen has been remade. Now the player will only see the ships within the player's range (the ships which the player can enter the battle with).
Hotspot map has been introduced. It is available for high-tier ships in Domination and Encounter Battle modes.
Towns have been added to North and Islands of Ice maps.
The appearance of Port has been completely revised for Standard and Premium Accounts.
The ship spawning system and location of islands have been reworked for Islands of Ice map.
Domination mode has been added and location of islands changed for North map.
Fault Line map's game area has been reduced. The ship spawning system and location of islands have also been changed for this map.

Graphics

The post-processing effect for the smoke screen has been enhanced by adding the animation and improving visibility in the centre of the screen.
A new technology was implemented for animating and rendering flags.
When a shell ricochets off the armour, its trajectory change will now be visible.
Added a visual effect of displaced air bubbles that will be displayed when a destroyed ship is sinking.
For all maps, game area borders have received visual improvements.

Sound

A new improved sound system will be used for playing all sounds.
All shot sounds now consist of three elements: attack, body, and tail. For each ship, both effects and combinations of these elements have been customized according to the ship type and tier. Sound effects have been completely reworked.
Hit sounds have been fully remade.
Some game interface sounds and their interaction have been improved.
Voice messages have been enhanced.
Battle countdown timer sounds will now be played as follows. Sound alert No.1 will be played when the Battle! button becomes visible. Sound alert No.2 and a voice message will be played one second before the end of the countdown.
The ship destruction sound effect has been reworked.
Ship movement sounds have been improved together with the algorithm for dynamic mixing of these sounds in each of the camera views.
Smooth transitions between the soundtracks have been enhanced for the game login screen video, Port and battle loading screen.
Starting from this version, the same sound banks will be used for high and low sound quality. Selected sound quality will affect only the replay settings and the overall number of various sound effects (for example, shot sounds).
Ambient sounds have been improved.
All sound effects have been mixed on the basis of the new sound system.
Several new sound tracks have been added.

System Changes

Battle Interface and HUD have been optimized for low and medium performance computers.
Interface performance has been improved for the Port screen.
Distance-dependent level-of-detail (LOD) switching for models has been enhanced.

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Galien
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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 25. Mai 2015 23:19

Forschungsbäume: Amerikanische Schlachtschiffe: http://worldofwarships.eu/de/news/commo ... ttleships/


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Galien
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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 1. Juni 2015 16:54

Die japanischen Flugzeugträger: http://worldofwarships.eu/de/news/commo ... -carriers/ (kurzer Überblick)

Die japanischen Flugzeugträger: http://blog.worldofwarships.eu/ijn-aircraft-carriers/ (tiefere Einblicke)


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Galien
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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 1. Juni 2015 16:55

Marineakademie: Hafen


Beachtet bitte, dass das Video in Englisch ist. Um die übersetzten Untertitel einzuschalten, klickt auf den Knopf mit der Aufschrift „CC“ in der YouTube-Leiste unter dem Video und wählt eure bevorzugte Sprache aus.

In dieser Folge schauen wir den Hafen an, euer Zuhause. All Reiter, Funktionen und Features dieses Bildschirms werden hier erklärt. Wenn ihr euch also bisher ein wenig verloren gefühlt habt, sollte dieses Video helfen.

Auf Gefechtsstation!

-> http://worldofwarships.eu/de/news/commo ... -dockyard/


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