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  • 5/1/13 Patch Notice

    05. 01. 2013 12:09


TeamNF_MK2

Hey guys,

The following are the changes scheduled for tonight's patch update:


1. A number of Ship Tuning items will be added.

 

A. The following items will be added:

 

Turning Force +1

AAW +5%

Structural Strength +5%

Sight Range +10%

R Mount Ammo Per Bind +15%

T Mount Ammo Per Bind +15%

Torpedo Capacity Decrease -10%

R Mount Reload Time -3%

T Mount Reload Time -3%

Torpedo Reload Time -3%

Ammo Damage +3%

AP Increase +1

Gun Accuracy +1

Auto FCS Accuracy +5%

Air Tank +10s

Available Aircraft Space +10%

Aircraft Fuel +10%

Aircraft Launch Time -5%

Fighter Attack Damage +10

Fighter Rate of Fire +10%

Aircraft Defense +1


Ship Tuning Item notes:

B. The item is active for 3 days from the time of activation. 

C. BB6 and Rental ships cannot equip the ship tuning items.

D. A 10% EXP bonus will be gained if a player attacks a tuned ship. 

E. Ship tuning system will not be working during HA. 

F. There will be no ability cap for using these items. 

 

2. The Following ships' specs will be adjusted:

 

A. RN Lion II

-Displacement (Normal) : 20424 -> 31122

-Displacement (Max) : 57000 -> 67500

-Base Speed : +2 Knot

-HE Defence : 1580 -> 1586

 

B. RN Valiant

-Base Speed : -1 Knot

 

C. RM Argo

-OverHeatRatio : 50 -> 60

 

3. The following Rental Ships' required tech point will be changed:

 

IJN

-Ise (1937)

1000 -> 2000

- Fuso

2000 -> 3000

 

KM

-Scharnhorst

250 -> 500

-Gneisenau

500 -> 2000

 

MN

-Normandie

1500 -> 2000

 

SN

-Izmail

1000 -> 2000

-Imperatritsa Mariya

2000 -> 3000

 

RM

-Dante Alighieri

1000 -> 2000

-Caio Duilio (1915)

2000 -> 3000

 

4. The following engines will be adjusted:


RM

-RM SS Engine II

Power : 3400 -> 3900

-RM SS Engine II (Light)

Power : 3060 -> 3510

-RM SS Engine II (Heavy)

Power : 3740 -> 4290

-RM SS Engine III

Power : 3600 -> 4420

-RM SS Engine III (Light)

Power : 3240 -> 3978

-RM SS Engine III (Heavy)

Power : 3960 -> 4862

 

5. The following Aircrafts will be adjusted:


USN

-P-51H Mustang

Speed : 700 -> 680

Fuel : 400 -> 300

 

RN

-Tempest MK II

Speed : 690 -> 677

Fuel : 400 -> 300



IJN

-Ki-84-M Hayate

Speed : 700 -> 680

Fuel : 438 -> 338

 

KM

-TA152E-1

Speed : 690 -> 677

Fuel : 400 -> 300

 

MN

-MB 411

Speed : 515 -> 527

Fuel : 347 -> 185

-GL-832HY

Speed : 505 -> 517

Fuel : 385 -> 205

-LeO H43

Speed : 535 -> 547

Fuel : 347 -> 205

-HD 730

Speed : 525 -> 537

Fuel : 385 -> 205

-VB-10A

Speed : 695 -> 677

Fuel : 410 -> 310

 

RM

-Ba 25

Fuel : 216 -> 190

-Ro 43

Fuel : 240 -> 210

-SAIMAN 202

Fuel : 252 -> 230

-Ro 63

Fuel : 239 -> 210

-MC 205N

Speed : 664 -> 675

Fuel : 418 -> 318

 

SN

-Yak-9PD

Speed : 695 -> 675

Fuel : 407 -> 307

 

6. The following FCS will be adjusted:


Neutral

-FF FCS I (Auto)

AccuracyBonus : 55 -> 52

-FF FCS II (Auto)

AccuracyBonus : 58 -> 55

-DD FCS I (Auto)

AccuracyBonus : 60 -> 57

-DD FCS II (Auto)

AccuracyBonus : 62 -> 59

 

USN

-DD FCS I (Auto)

AccuracyBonus : 58 -> 55

-DD FCS II (Auto)

AccuracyBonus : 61 -> 58

-CL FCS I (Auto)

AccuracyBonus : 65 -> 61

-CL FCS II (Auto)

AccuracyBonus : 67 -> 63

-CA FCS I (

 

  • Re : 5/1/13 Patch Notice

    05. 01. 2013 14:57


Benser33

Originally Posted by Meastro444

Acros the board nerf of aircraft fuel. CV players are going to love that.

MN scout fuel was absurdly high (around twice the fuel of other scouts of the same tiers), T5 fuels were nerfed (to 5 minutes down from over 6 and a half), RM fuels were also slightly above average and were readjusted. That doesn't classify as 'across the board fuel nerf' to me.

 

For more details, feel free to check the thread I linked above for precisely what changed and why.

  • Re : 5/1/13 Patch Notice

    05. 01. 2013 16:18


Bryson

more than 5 years playing this game for what? I cant belive this patch, I hope that my fleetmates dont gave up on this game.

  • Re : 5/1/13 Patch Notice

    05. 01. 2013 16:38


Kilaenots

Are the tuning item drops being switched on tonight too? I don't think it was mentioned.

  • Re : 5/1/13 Patch Notice

    05. 01. 2013 16:43


Benser33

Originally Posted by Kilaenots

Are the tuning item drops being switched on tonight too? I don't think it was mentioned.

Should be live once the maintenance is finished.

  • Re : 5/1/13 Patch Notice

    05. 01. 2013 20:03


MechPilot524

I love how they're nerfing auto FCS! Give those noobs what they deserve! 

As for the tuning system... may be a problem and then again the solutions offered may be okay.
They are preventing BB6 and Rental ships from equipping them. That's common sense, you wouldn't want to make them too OP.
There is a 10% exp bonus but the question is, is it a one time per battle thing or will it be per ship? If it is per ship, then it will handle itself. Say you hit 10 enemy ships using the tuning system on the other team - congrats, you are getting double exp. Which in itself could cause a long-term "event" to occur - event noobs showing up to stay now thinking they can hit enough people for a double exp, straining the server and making it miserable for everyone else.
On the other hand, if it is a one-time-per battle thing, it may not be enough. 10% hardly makes a dent in some grinds, and if it takes a double exp event to bring on the noobs then what makes $DE think this will be a good incentive?
The fact that the tuning system will not work during HA... this is also a little vague. Will it not work for ANYBODY on the server, like the fact that TNF chases away every trade room during a HA (it should, by the way, instead apply to members of the participating fleets. It doesn't make sense to punish the group because of an individual.) Or will it only effect the participating fleets? If it effected the participating fleets only, then there is no problem. Otherwise... you will have people complaining "I'm not the one doing the HA why do my items have to suffer?"
No. Ability. Cap. Do you realize how far people may go? Unless I'm interpreting it wrong, and there is a fairly restricted amount of items that can be equipped at a time, people will buy boatloads of this stuff. Make their ships insanely powerful. Even if it's like NF2 where you roll to unlock additional slots - people like to brag about how they have 200 vets or more in NF! They will go as far as they want to and then some in this game.

For the BB5 reviews.... I am currently neutral on this issue. There are a few things that could be fixed, though it may particularly be the mere wails of the less experienced players. For example. "The monty doesnt have enough range" or "The h44 doesnt do enough damage" or "The alsace's spread sucks" But in instances such as the Monty's so-called lack of range there are other ways around or advantages to try and settle your disadvantage.

Scout fuels? No problem here. I could care less, since many battleships don't care to use their scouts themselves. And whoever thinks that the CV players will be complaining... think again. This patch only effects the scouts. And while there are CV's who enjoy loading scouts, there are such things as fighters and bombers. I as a carrier player have no objection to this... Me and my fellow airmen will simply get griped more at by the BB's who forget to scout for themselves and start raging because the CV's didn't babysit them. >.>

  • Re : 5/1/13 Patch Notice

    05. 01. 2013 20:21


hychu

Question,

Why are the neutral auto FCSes being changed?

  • Re : 5/1/13 Patch Notice

    05. 01. 2013 21:19


Benser33

Originally Posted by MechPilot524

There is a 10% exp bonus but the question is, is it a one time per battle thing or will it be per ship? If it is per ship, then it will handle itself. Say you hit 10 enemy ships using the tuning system on the other team - congrats, you are getting double exp. Which in itself could cause a long-term "event" to occur - event noobs showing up to stay now thinking they can hit enough people for a double exp, straining the server and making it miserable for everyone else.
On the other hand, if it is a one-time-per battle thing, it may not be enough. 10% hardly makes a dent in some grinds, and if it takes a double exp event to bring on the noobs then what makes $DE think this will be a good incentive?

Any damage you do to a ship is worth X experience, say for example you do 60k damage to a Montana, that would be worth (random number here) 15k exp.

Using the same example above, if that Montana was tuned, it would be worth 16.5k exp, 10% more.

Also, you only earn this bonus if you aren't using a tuned ship yourself.

Originally Posted by MechPilot524


The fact that the tuning system will not work during HA... this is also a little vague. Will it not work for ANYBODY on the server, like the fact that TNF chases away every trade room during a HA (it should, by the way, instead apply to members of the participating fleets. It doesn't make sense to punish the group because of an individual.) Or will it only effect the participating fleets? If it effected the participating fleets only, then there is no problem. Otherwise... you will have people complaining "I'm not the one doing the HA why do my items have to suffer?"

I'm fairly sure that it means that tuned ships either cannot join HA rooms, or more likely if they are tuned then the parts are deactivated while in that room (otherwise they'd have to remove them).

 

However, no specific details can be shared about exactly how these parts are excluded from HAs, we didn't get the chance to run a HA on the test server to test it.

Originally Posted by MechPilot524

No. Ability. Cap. Do you realize how far people may go? Unless I'm interpreting it wrong, and there is a fairly restricted amount of items that can be equipped at a time, people will buy boatloads of this stuff. Make their ships insanely powerful. Even if it's like NF2 where you roll to unlock additional slots - people like to brag about how they have 200 vets or more in NF! They will go as far as they want to and then some in this game.

Sorry, I have absolutely no idea what you are talking about for most of this paragraph.

 

Firstly, no ability cap means that if (for example) your gunners were already reload capped, you would still benefit from the extra reload time granted by the reload time component. Infact, that's just about the only component I can actually think of that has any sort of relevant ability cap associated with it, the rest of them affect mostly ship stats which aren't restricted by ability caps anyway.

 

Secondly, ships can only fit a specific number of items at a time, BBs can fit 3 for example, and these items do not stack, so you could have 3 different parts active. That's the general principle behind the system. They last 3 days each and drop randomly at the end of battles for free so you don't actually need to buy them.


I suggest you check the test team overview of this patch since it looks like you could use some clarification of the new features being implemented.

  • Re : 5/1/13 Patch Notice

    05. 01. 2013 21:21


Benser33

Originally Posted by hychu

Question,

Why are the neutral auto FCSes being changed?

FF FCSs were changed mistakenly, by me, forgetting that FFs don't actually have any slots. My bad, it will be corrected next opportunity there is.

The DD ones were changed because even Neut DDs can fit the FCS Accuracy Increase tuning part.

  • Re : 5/1/13 Patch Notice

    05. 01. 2013 21:42


ciscodelorum

My hopes and dreams are gone.  


  • Re : 5/1/13 Patch Notice

    05. 01. 2013 22:27


tappo01

Originally Posted by Benser33

 

The L2s speed is unaffected, although with a full 120 crew it used to go slower than intended, and this has been corrected with improvements to displacement.


Yeah, what about SN BB5's inability to go 23/39 with a high level crew? Why was it not addressed as well? It's *so* bad that we actually have to remove ammo and/or crew in order to have decent speed.

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