World of Warships Enters Open Beta!

New patch info for .5.5 is out:

New Client Optimization
We're introducing a new file packaging system that will yield significant improvements for battle load times, not to mention faster installs for first-time or fresh installers. According to our internal test results, battle load times improve from roughly 10% for high and very high PC configurations and up to 50% for low configurations. Installation times are up to 2-3 times faster!

New ship destruction animations based on class and other contributing factors

Significant changes to island configuration for the "Trap" and "Atlantic" maps, as well as numerous minor map tweaks (altantic is more closed up in the middle and trap "B" area has a small island in the middle, like fault line "B" area)
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  • Fubuki gets a new torpedo armament - type93 mod.2 (Ibuki's upgraded torpedo. No modifications).
  • Kagero starts with type93 mod.2 torpedo instead of type90 mod.3 (it is no longer available on Kagero).
  • Both Kagero and Shimakaze get the new torpedo armament - type F3 (Zao's torpedo. No modifications, check the stats in-game!)
  • Soviet HE-46 ammo (equipped on most Soviet DDs) has a better chance to cause fire. (8%, was 7%, the promised buff, yay!)
  • Tier 8, 9, 10 CVs get Defensive Barrage. 1 charge only (+1 premium, +1 superintendent). Last 2min. CD 6min (4min premium). It's different from CA's defensive barrage. It last significantly longer but the AA boost is also weaker.
  • All main gun turrets below 130mm (included) get an HP boost. (4000, was 1500)
  • Affected: all DDs so far, Atlanta, Svietlana etc.
  • All main gun turrets between 131 - 155mm (included) get an HP boost. (7500, was 5000, Mogami's was 4000)
  • Affected: most CLs except Chapayev (was intentionally left behind or praise the Vodka)
  • All main gun turrets between 156 - 210mm (included) get an HP boost. (10000, was 5000)
  • Affected: all CAs except Moskva (which has turret HP of 15000).
  • Nerfs to Shimakaze's (also Kagero's second torpedo set) type93 mod.1 torpedo. -5knot to torp speed (62knot, was 67knot) and +0.8km to detection range (2.5km, was 1.7km)
  • Nerfs to Shimakaze's type93 mod.3 torpedo. -3km to torp distance (12km, was 15km) and +0.2km to detection range (1.9km, was 1.7km)
  • All other DD's torpedoes remain unchanged.

Wow! that's an extensive list of changes, looks like they are un-nerfing small guns getting taking out easily,and slightly nerfing the Kagero and Shima torps.
 
Anyone running WoWs on an nVidia 8800GTX (yes, it's an old card :)) ?

The Laptop I have in the living room has a Skylake i7 and the 540 on board graphics. It will actually run WoWs at 1920 X 1080 with settings at medium. Audio tends to break up a lot though.

I have an i5 machine that I may toss this old 8800GTX in to use instead of the laptop as my Living room workstation. Slightly slower processor, about 50% faster graphics in the 8800GTX as best I can tell. Not to mention I think unloading the graphics duties from the processor should help in itself.
 
Looks like they finally kicked the Shima in the nuts.... Glad I sold it. Saw it coming due to all the bitching (IMHO, you should learn how to avoid torps instead of bitching), and after a while I just wasn't feeling the type of play needed to be successful in the Shima.

And, of course, there's the "A seen Shima is a Dead Shima" problem.
 
So if you don't have a good division air superiority on the Saipan blows. I think that map control / shutting down the enemy CV is very useful. I place my three fighters in front of the fleet spead out, they are super fast so I can intercept enemy planes, but with a shitty team it goes to waste. They just ignore the DDs 10km away I am lighting up and eat the torps anyways. Also I was excited for a 9 dive bomber squadron.... but it seems like the dispersion is worse than the Lexi. The Lexi I usually get 4-5 bombs, this I was getting 1-3! What a fucking joke!! Went after a Hiryu, the manual target basically covers the deck, somehow 5 bombs miss.

The TB build is good, nothing worth writing home about though.

I like those patch notes. All good stuff.
 
Those small gun changes are completely going to change game play for the better I think. It will be especially helpful to the pathetic guns on the IJN DD's.

And, oh, my. The Fletcher. It just went from an InvisiFire beast to an InvisiFire DemiGod!!!
 
Those small gun changes are completely going to change game play for the better I think. It will be especially helpful to the pathetic guns on the IJN DD's.

And, oh, my. The Fletcher. It just went from an InvisiFire beast to an InvisiFire DemiGod!!!

98% sure than when this patch comes out, I will switch my Fletcher's 4th tier perk from DE to the HP boost perk. I will then be a true DD hunter-killer that the Fletcher is!
 
So if you don't have a good division air superiority on the Saipan blows. I think that map control / shutting down the enemy CV is very useful. I place my three fighters in front of the fleet spead out, they are super fast so I can intercept enemy planes, but with a shitty team it goes to waste. They just ignore the DDs 10km away I am lighting up and eat the torps anyways. Also I was excited for a 9 dive bomber squadron.... but it seems like the dispersion is worse than the Lexi. The Lexi I usually get 4-5 bombs, this I was getting 1-3! What a fucking joke!! Went after a Hiryu, the manual target basically covers the deck, somehow 5 bombs miss.

The TB build is good, nothing worth writing home about though.

I like those patch notes. All good stuff.

So do you feel there Saipan was worth it? I don't have a 15 point captain as I only got up to the Independence
 
So do you feel there Saipan was worth it? I don't have a 15 point captain as I only got up to the Independence

I would say no, especially without the captain.

If you have a good div to light fires you can DB when a BB or ship repairs and mess up his life. My problem is my team, even when they shoot HE, they seem to miss. I had one 100k game. I think today my average is 40k. One issue is I noticed manual DB and automatic is the same. You don't get any bonus. That's probably why I was bitching vs my lexi since with my lexi you do get a tighter grouping with manual, which I'm good at.

Honestly I'd probably do better with 2 fighters and 2 TB, but 2 fighters isn't enough for map control. Might as well go Ranger strike at that point.

Ranger strike was much more enjoyable. I was excited for a 9DB squad with 1000lb bombs and fast. Someone else noted, actually the only good Saipan player I met, that the DB have terrible dispersion. Same thing I've been saying. Ranger/Lexi is better, and they have way more planes in the air.

TLDR:
- I'd say don't buy, especially if you don't have a captain.
- My mistake in buying was I didn't realize DB didn't get manual drop dispersion bonus. You hit 1-4 bombs out of 9 (in my case). A joke.
 
Here is some datamined changes that catch my attention.

  • Engine repair time has been reduced to 60 seconds
  • Rudder repair time has been reduced to 40 seconds
  • New Death animations which change depending on if you died from: fire, shelling, torpedoes, detonation, or if you've sunk while beached
  • Izumo's stock shells are gone, now has the same shells for every hull.
  • Ishizuchi's shot delay has been reduced to 25 seconds (was 30)
  • Pensacola's armor model changed, seems like a buff
  • Fubuki's, Kagero's and Shimakaze's added torpedoes reload faster. - Fubuki's torps reload in 100 seconds, Kagero and Shimakaze both reload in 150 seconds-- however this is not the case for the new torps.
    Fubuki's new Ibuki torps reload in 90 seconds (10 seconds faster)
    Kagero's new Zao torps reload in 104 seconds (46 seconds faster)
    Shimakaze's new Zao torps reload in 131 seconds (19 seconds faster)
    The AA consumable carriers get only increases the AA power by 75% for IJN carriers, and 25% for USN carriers, as opposed to the 200-300% increase cruisers get.
 
Bahahahha, the death animation while beached made me think of Business6. Accurate or not, I still think the guy with the best situational awareness beaching his ship is ironic and hilarious.
 
Wait a minute, they increase the derpskis torps to 4km? That will be even more hilarious.
 
Some of the interesting changes I see are a new game mode, bastion, and the addition of several types of buildings on land. I suspect we'll see some sort of shore bombardment mission before long.
 
  • Ability to select how many rows the carousel has
  • Ability to sell modernizations (maybe without selling the ship?)
  • New camouflages: Indianapolis, Ranger, New York, Flint, Cleveland, Black, and more but i'm too lazy to shift through 3 MB of text for specifics.
  • Indianapolis, Flint, and Black preload
  • New Ribbon: "Suppressed" (Bastion)
  • 2 point domination renamed to Standard battle (to avoid confusion)(about fucking time)
  • Ability to view both the external and internal armor
  • Ability to view the torpedo defence
  • Ability to see shell speed
  • Ability to see torpedo visibility
  • Ability to see ship visibility while: firing secondaries, on fire, engine boost (it's still +0 in the game data don't worry,) and firing main caliber
  • Ability to show up to 3 rows in the carousel
  • Ability to pin ships as "main ships," will show first in the carousel
INDIANAPOLIS!!!!!!!!!!!!!!!!!!!!!!!

MY WALLET IS NOT PREPARED!

The Black is a Fletcher class DD. Reward ship?
 
Bahahahha, the death animation while beached made me think of Business6. Accurate or not, I still think the guy with the best situational awareness beaching his ship is ironic and hilarious.

That kind of gives me an idea, maybe if you eat a torp while beached, perhaps there should be a penalty for that. Like being beached for longer, still functional as a shore battery, flooding damage no longer hurts you maybe other torps do less damage, but you are stuck there for several minutes.
 
The patch notes are up on the portal for the next major patch.. some good changes to the trap and atlantic map.
 
Bahahahha, the death animation while beached made me think of Business6. Accurate or not, I still think the guy with the best situational awareness beaching his ship is ironic and hilarious.

More death animations has been one of my longest standing requests, especially for something like a detonation or devastating strike. I really wish they could up the detail with certain things like that and when defensive fire is activated have tons of flak bursts and water splashes, like this:

yorktownwallofflakBattleMidway.jpg


And go to hell, lol.

Wait a minute, they increase the derpskis torps to 4km? That will be even more hilarious.

I didn't see that in the notes but if that's true, holy shit, DERPSKI SQUAD ASSEMBLE

But this looks like the biggest patch since they came out of CBT. It's a huge amount of changes and the game seriously needs it. Quality of life changes tend to be the most important.
 
Is anyone here really willing to admit how much they have spent on this game LOL

I'll put it this way. ONLY iRacing has exceeded my outlay.
 
Looks like about $255. 2 premium ships (blyska & kutozov), then premium time & gold.
 
Ruins my fun if I think about how much I've spent. If you think about it, as a "hobby" this is pretty darn cheap. I can tell you my wife spent more on her current hobby... leggings... last month.
 
Well the new package system seems to cut way down on the number of files, 226k files down to around 5800.
 
I did a quick co-op during lunch in the Myoko. The new HE be the shit now!

Games are gonna be shorter, and the attitude of "Oh, I can take a few hits here and there" has got to change. Defensive play just became mandatory folks.
 
I did a quick co-op during lunch in the Myoko. The new HE be the shit now!

Games are gonna be shorter, and the attitude of "Oh, I can take a few hits here and there" has got to change. Defensive play just became mandatory folks.

I'm confused, how is this new? Did they change the HE damage on the IJN line?
 
I thought they changed it on everything.

I don't see that note anywhere, they increased the HP, as in their own hit points , so they don't get permanently destroyed. The Myoko always had pretty decent HE damage :)

As does every IJN ship with the 200+mm shells.
 
I don't see that note anywhere, they increased the HP, as in their own hit points , so they don't get permanently destroyed. The Myoko always had pretty decent HE damage :)

As does every IJN ship with the 200+mm shells.

Ok, maybe I don't understand.

Did they not increase the power of HE ammo in that test build?

People sure were getting blown up QUICK. Maybe it was just a coincidence. It was a co-op after all.
 
Ok, maybe I don't understand.

Did they not increase the power of HE ammo in that test build?

People sure were getting blown up QUICK. Maybe it was just a coincidence. It was a co-op after all.
The ONLY thing noted in the datamined and/or patch notes is that ruskie DD HE shells fire chance is increased from 7% to 8%.
 
  • All main gun turrets below 130mm (included) get an HP boost. (4000, was 1500)
  • Affected: all DDs so far, Atlanta, Svietlana etc.
  • All main gun turrets between 131 - 155mm (included) get an HP boost. (7500, was 5000, Mogami's was 4000)
 
  • All main gun turrets below 130mm (included) get an HP boost. (4000, was 1500)
  • Affected: all DDs so far, Atlanta, Svietlana etc.
  • All main gun turrets between 131 - 155mm (included) get an HP boost. (7500, was 5000, Mogami's was 4000)

Yeah, so the turrets have more health before they are destroyed.

I guess your aim is just better now than before. :)

"All DDs so far". So far... That's interesting.

So I got to the New Orleans. Radar is a bunch of fun. Already had a Fubuki cursing because he smoked up 6km away and didn't understand why I was slaughtering him. Feels like a big Kirov though.... Don't get shot!

I need a Kiev... Still on the T6. I saw a Kiev beach himself and he took half my team's fire for quite some time. The thing is built like a Tank.
 
Ok, I get it now. I was reading it as the guns dellivered a highter HP.
 
Gotta say, 2x always brings out the fucking retards.

SoCalPal.....fucking twat suicides his CV at the start of the match if the enemy CV has a superior loadout.
 
Gotta say, 2x always brings out the fucking retards.

SoCalPal.....fucking twat suicides his CV at the start of the match if the enemy CV has a superior loadout.


those type of people exist every day, we just like to blame it on 2x weekends which in all honesty doesn't change anything.


Yeah, so the turrets have more health before they are destroyed.

I guess your aim is just better now than before. :)

"All DDs so far". So far... That's interesting.

So I got to the New Orleans. Radar is a bunch of fun. Already had a Fubuki cursing because he smoked up 6km away and didn't understand why I was slaughtering him. Feels like a big Kirov though.... Don't get shot!

I need a Kiev... Still on the T6. I saw a Kiev beach himself and he took half my team's fire for quite some time. The thing is built like a Tank.


new orleans really isn't meant to kill DD's,the radar is meant more to be used in conjunction with teammates to actually kill them which works really well. reload time makes it to hard for it to kill non retarded DD's within the 30 seconds.

as far as the kiev goes, it really can't take a beating, pretty much every hit you're guaranteed to lose your engine or rudder. the one advantage it does have is the ships tiny in comparison to the mahan and T8+ russian DD's so it's a royal pain in the ass to hit. when you typically see DD's taking way more damage than you expect, it's usually because some ones hitting the same spot and has over saturated the damage in that section of the ship.. DD's have 3 sections of HP, once all the HP from that section is gone it can no longer take any more damage. IJN DD's are the most obvious because the sections are massive and have very little HP in them..
 
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those type of people exist every day, we just like to blame it on 2x weekends which in all honesty doesn't change anything.





new orleans really isn't meant to kill DD's,the radar is meant more to be used in conjunction with teammates to actually kill them which works really well. reload time makes it to hard for it to kill non retarded DD's within the 30 seconds.

as far as the kiev goes, it really can't take a beating, pretty much every hit you're guaranteed to lose your engine or rudder. the one advantage it does have is the ships tiny in comparison to the mahan and T8+ russian DD's so it's a royal pain in the ass to hit. when you typically see DD's taking way more damage than you expect, it's usually because some ones hitting the same spot and has over saturated the damage in that section of the ship.. DD's have 3 sections of HP, once all the HP from that section is gone it can no longer take any more damage. IJN DD's are the most obvious because the sections are massive and have very little HP in them..
I was doing - ok - in the NO killing DDs. Taking out 1/3' to 1/2 HP a slavo. But yeah I made sure to stay near the fleet and had help. The DDs also run out of smoke when they get assaulted... So... You had more time than just the 30 seconds.

By beating I meant the raw amount of fire and time it took to kill the Kiev. It was impressive.

I couldn't help myself and did a concealment ninja Montana. It's definitely more fun. My highlight was nuking a Des Moines from 14k, 3 citadels. Overall a lot better, but still sub par compared to other T10s. I noticed in my Mikhail that WoWs players have the attention span of goldfish, so disappearing between shots I was largely ignored.

image.jpg
 
Here it is, a no-holds barred review of the Montana:


Streaming at 2:30 or 3pm EST. Haven't decided yet just because I'm tired and want to go back to sleep.
 
I've come to question whether the win/loss ratio is a reliable metric or not. The game seems hell bent on keeping journeyman players (those not in a div or team) at the 47-50% w/l ratio, and I am 100 % convinced it will beat you over the head with the mm system to keep you there.

I wish I could play at more predictable times so I could div up with you guys.
 
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