1. I like playing high tier IJN DD’s and I’m a bit afraid of the upcoming nerfs. Why couldn’t I enjoy my Shimakaze because some BB player doesn’t have a 16 skill point captain or can’t launch his plane?
A. Your (well-deserved) enjoyment should’t come from spamming torpedoes, which ruins any enjoyments the other players have. We don’t intend to make Shimakaze and other IJN DD’s unplayable. But they need to be rebalanced.
2. Hindenburg‘s engines seem to get easily destroyed. For example, I was in my Moskva and fired at a Hindenburg. First salvo, engines destroyed. He used repairs. Second salvo, engines destroyed again. After that, he was a free kill. So, is this situation normal?
A. It’s a specificity of how the mechanics work. I can’t say if it always works as intended. We may change some things. Nevertheless, there aren’t any mistakes with the situation you described.
3. Will there be more premium ships with additional upgrade slots or special characteristics?
A. Premium ships can range from ships with unique attributes (original configuration, unique set of consumables or equipment) to standard ships representing their class.
4. Could you please explain how detection mechanics work?
A. Fires – any number of fires on a ship increases its detection range by 3km for ships and 2km for planes. The effect disappears as soon as all fires are extinguished.
Firing with main guns – firing your guns increases the detection range of your ship by a value which is calculated according to the following formula:
[main gun caliber in mm]*3*10 for detection by ships.
This means that firing 203mm guns increases detection by 6090m
[main gun caliber in mm]*2*10 for detection by planes.
This means that firing 203mm guns increases detection by 4060m.
For balancing reasons, the results may be subject to adjustments.
This effect lasts 20s after firing.
In patch 0.5.5. we plan to add an exception to this rule. If, when firing, a ship wasn’t detected, this effect is immediately removed (with the exception of certain illogical situations).
Firing AA or secondary guns – when AA or secondary guns start to fire, detection range is increased by 1,3km for ships and 2km for planes. Similarly to the effect of main guns, this lasts for 20s.
5. Will cammos on ARP ships change their appearance in the future?
Will cammo cost depend on ship tier (lower cost for lower tier ships)?
Do you plan to add a radial command menu (like in WoT)?
A. We don’t have any plans for that. After all, they are free mid-high tier ships.
No changes planned.
No changes planned.
6. How is torpedo detection range affected by bonuses (Upgrade + Vigilance)?
A. Multiplicatively. [torpedo base detection range]*1.2*1.25.
7. What is the most popular tier 10 ship (not including Moskva)?
A. Looking at last week stats, the most popular ship for each class is: DD – Shimakaze. BB – Yamato. Cruisers – Des Moines. CV – Midway. And most popular tier 10 ship: Shimakaze.
8. Will DD turrets be less likely to be destroyed? Is it the same on Gearing and Fletcher?
A. Yes they will. Turret survivability is the same on both ships.
9. Was Zao‘s turrets survivability nerfed? I seem to lose more turrets than before.
A. No, we haven’t nerf it.
10. You said you didn’t want to introduce underwater torpedo tubes. But you added them in the April Fools event. Have developers changed their mind?
A. Maybe. Too bad in reality there weren’t rotating underwater torpedo tubes with a good angle of fire built in the bow of ships. And I’m not even going to talk about how the characteristics of those torpedoes are far from being the same as those real ships had.
11. Why wouldn’t you give players the possibility to change ship names for their sister ships (you could even add a doubloon cost to it)?
-It would be a headache for most players. In battle, you would need to identify this ship not only as a Fletcher, but as her 175 sister ships;
–For beauty reasons. At the current stage of development, it’s far from being one of our priorities.
-Names are reserved for premium ships.