World of Warships

World of Warships Dev Tracker




26 Apr

Comment
    Ahskance on Forums - Thread - Direct

[Base Credits] = 40,562

Post change Credits in Co-Op with "Permanent Economic Bonus" only:

40,562 x 1.4313% = 58,056 Credits

[Base Service Cost] = 63,000

52,500 x .85 (Clan Bonus) = 44,625 Credits/Co-Op Battle


Ammo listed is 24,582, so:

Earning: 40,562


Loss: 69,207


Net: -28,645


In general, Co-Op will expect a Return until around Tier 8. Ships higher than Tier 8 will need to either have strong games, fire against higher tier targets (if possible), or will likely lose Credits.

Comment
    Ahskance on Forums - Thread - Direct

There is a base reduction to Service Cost of 25% currently. The change increases that by 6.7%.

.75 * .933 = .699 = ~.7

Comment
    Ahskance on Forums - Thread - Direct

Service Cost:

Co-Op Service Cost reduction is 30% after the change, and Tier X Tech Tree Service Cost is reduced to 150,000.

75,000 x .7 = 52,500 Credits/Co-Op Match

Credits:

The base Credit Earnings of Co-Op is being increased by 12.5%

The -50% Service Cost on the Camo would convert to +25% Credits, which would be on top of your normal +20% Credits earning for +45% together.

In terms of Camo difference from now, Co-Op would yield you

(New Economy) - (Old Economy) = (112.5% x 1.45) - (100% x 1.2) = 43.13% more Credits than current.

You would expect what you currently earn to be increased by 43%.

Comment

Dear Modders,
in patch 0.11.4 there are quite a few changes that affected various modifications. The biggest changes were in the minimap. You can test your mods in the upcoming PT session and have them ready before the patch is released if necessary.

Post
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Comment
    Ahskance on Forums - Thread - Direct

@El2aZeR

Looks to be a 15 Second Prep and... it might be 5 seconds? Sometimes it seems like it's 3? The "Latch" time is throwing me off.

20220425_213759_PASB017-Montana-1945_00_CO_ocean.wowsreplay

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I'll see what I can do with this information. Good to sit down and learn about these specifics.

Comment
    Ahskance on Forums - Thread - Direct

Best to post Replays so you can see what happened after the fact.

Comment
    Ahskance on Forums - Thread - Direct

Just checked the United States video from earlier. That doesn't give me a time test in terms of data.

Comment
    Ahskance on Forums - Thread - Direct

I just did some training room stuff. Looks like the Wind-up time on the Montana fighter feels like it's around 10-15 seconds, though I'm not exactly sure. The Fighter latching seems to be between 4 and 5 off two tests, which does seem overlong.

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Was that the video you posted earlier? Many of your videos are referenced back to months ago so I didn't look at it. If it was recent as of this thread, then that'd be fine to check out. Can you drop the link again?

Comment
    Ahskance on Forums - Thread - Direct

As I said, it's easy to just test in a Training Room and clock it. If it's an issue and not working correctly, I can escalate it to be fixed.

Comment
    Ahskance on Forums - Thread - Direct

Those speed changes were already made to CVs in the prior Update. The one announced in 0.11.0 was supposed to affect all the other planes, including the ones on Surface Ships. It was a Standardization pass.

You might want to get freshly datamined information because I really do think the source you quoted is using old data at this point.

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It's easy enough to just test a Catapult Fighter in a training room with someone else popping one while their AA is off. I can do that tomorrow when Boggzy is in the office if I have to.

Comment
    Ahskance on Forums - Thread - Direct

Actual matches are never so simple. It always comes down to "What is the right thing to do right now?" Theory-crafting how you can be outplayed while always end up in you deciding you would just be outplayed and so "X is worthless".

As they say, "No plan survives contact with the enemy"

There's a real and actual limit to how well humans multitask. Some do it well, most do not. So our system is quite straightforward.

Surface ships DO have AA, and it can and does shoot down enemy planes. If you place your Fighters well, you can force suboptimal flight paths which can result in better trades for you team. As I said, it's very hard to do that AND be a normal CV player dealing with situations as they come naturally.

Comment
    Ahskance on Forums - Thread - Direct

It's not a bad choice on Bearn at all. The biggest downside is actually the increase duration. Bearn Fighters natively have 100 second durations, so it goes up to 125 seconds. If you place a Fighter and your teammates change position, that can be irrelevant for quite a long time before you can place another.

Bearn sometimes makes me wish we had a "dismiss Fighter" command for when you want to end the current one and place it in a different spot.

Comment
    Ahskance on Forums - Thread - Direct

It frontloads the Latch time into the Arrival time. That makes it so when enemy planes enter the Patrol area the Latch is immediate.

Comment
    Ahskance on Forums - Thread - Direct

Interesting. The data does look old as we standardized Fighter speeds to the CV speeds a few Updates back. I don't remember which one but I recall that being part of the Update Briefing meetings we have.

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I may test our surface ship latch timing. 5 seconds seems extremely not correct at all. Also, the 0 second arrival time seems bizarre.

Comment
    Ahskance on Forums - Thread - Direct

One thing worth remembering is to stop using a Patrol Fighter as something that "covers" a ship. You should use it instead to deny attack lines. Plug holes with it so a CV has to take action to get to where it wants to go instead of having a free path to set up on its attack.

The CV may never enter the Fighter, because that'd be wasteful, but it still denies an optimal attack path or forces a counter-fighter to bait off the one you placed in order to have the desired path.

Comment
    Ahskance on Forums - Thread - Direct

Playing a CV in a manner that is intentional enough to Fighter-drop and still be using relevant attack-lines to keep pace is extremely hard. The current system is not forgiving in that respect, and the enemy CV can work the flank you are not close to as a result.

It's currently a limitation of CV play, yes.

Comment
    Ahskance on Forums - Thread - Direct

Should be data-minable. Ask Yuzorah to look into it as I know he data-mines frequently.

To my knowledge it's standardized as we recently did a standardization pass on Fighter consumables.

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I have seen that CV Fighters say 6. I'm still quite sure it's 5 from my own internal clock, but I could be wrong. I do play with Fighter-builds extensively, though.

It does, yes. There is a point where the planes are well-and-truly immune and receive no further damage. That doesn't stop damage from being applied on the way up if the "damage-state" has triggered before the recall is able to be done because the attack is still in progress.

Comment
    Ahskance on Forums - Thread - Direct

No worries. I've been in this thread multiple times, but I tend to read posts as they happen for moderation purposes. I can end up reading 20+ different threads in piecemeal, so I don't often follow the full vein of the topic unless it's rapid and requiring constant attention. (or I'm personally engaged in it).

Just giving you insight on how I work.

The graphics are just pretty. When a Fighter consumable starts it's damage-delivery state, the damage is applied directly. The bullet animation doesn't have any impact on that.

Comment
    Ahskance on Forums - Thread - Direct

I just logged in to catch the official terminology used on the Commander Skill:

"Arrival Time" is what I call "Prep Time". It just means the time it takes the Fighter to deploy and go into "Patrol" mode. This is normally 5 seconds. With the skill it's increased to 7.5 seconds.

"Time before attack" is what I call "Latch Time". It just means the time it takes the Fighter to see a threat in it's patrol circle and then "latch on and pursue it". This is normally 2 seconds. With the skill it's decreased to .4 seconds.

When the Fighter closes distance to 1.5-2km, it starts to Shoot and deliver damage. Once the Damage/Attack state is started, it continues until all damage is applied or the Fighter is shot down.

After the Attack State is done, the Fighter leaves.