World of warships elite commander experience. Free experience in World of Warships - a small guide. Converting Elite XP to Free XP

And aircraft carriers. Enjoy!

General information

A skill point is given to the commander every time he increases his level. The maximum commander level in World of Warships is 20, i.e. Having fully pumped the commander, you will be able to distribute 19 skill points.

Commander level Skill points at this level Experience to the next level Total experience needed to get this level
1 0 1 500 0
2 1 2 500 1 500
3 2 4 000 4 000
4 3 6 000 8 000
5 4 9 000 14 000
6 5 14 000 23 000
7 6 21 000 37000
8 7 30 000 58 000
9 8 41 000 88 000
10 9 54 000 129 000
11 10 69 000 183 000
12 11 87 000 252 000
13 12 108 000 339 000
14 14 132 000 447 000
15 14 159 000 579 000
16 15 189 000 738 000
17 16 222 000 927 000
18 17 259 000 1 149 000
19 18 300 000 1 408 000
20 19 0 1 708 000

The cost of a skill varies depending on the level of the skill. So, to select a level 1 skill, you need 1 skill point, and to select a level 4 skill, 4 skill points. Selecting a skill at the previous level unlocks the ability to select a skill at the next level. Those. having 2 skill points, you cannot select a level 2 skill without choosing a single level 1 skill in WoWS.

After the commander has leveled up to level 20 (received the last 19th skill point), Elite experience begins to accumulate on the commander (it is displayed in the lower left corner of the "Ship Commander" screen). Elite experience can be spent on:

  • pumping commanders who have not reached level 20;
  • acceleration of retraining of commanders to other ships;
  • free redistribution of skill points.

The strategy for upgrading commanders for most ships is as follows: sequentially select skills from level 1 to 4 (for this you need to accumulate 10 skill points), after which we get the missing skills.

Now, with this minimum information, let's look at skills individually.

Overview of Commander Skills in World of Warships

A little explanation

The following terms appear in the text:

  • Primary Skill is the skill that comes first.
  • Secondary Skill- this is a skill that is taken sometime later on a residual basis. Certainly useful and important, but it is not taken in the first place, and it should not be distracted until the ship's commander takes the level 4 skill.
  • Useless Skill- This skill is certainly useful, but points are better spent on some other, even more useful skill.

Level 1 Skills

The Priority Target skill is the main skill for commanders of almost all ships, namely for all battleships, cruisers and most destroyers, with the exception of torpedo destroyers with excellent camouflage, for which Priority Target is really useless. Knowing how many opponents have your ship "at gunpoint", even with minimal experience playing World of Warships, you will be able to accurately choose the line of conduct in battle.

The Prevention skill gives a 30% chance to "dodge" a module on hit. That is, it gives a chance not to receive damage to the module when it hits the module (the durability points when hitting the ship will be written off in any case). Considering that the modules on destroyers are completely "crystal" and are critical from the very first hit, the value of this tier 1 module for destroyers simply cannot be overestimated. But for artillery destroyers, it is still more useful to take a Priority target.

The Master Loader skill allows you to quickly reload guns to find the best type of projectile to attack. Used when an enemy cruiser initiates a maneuver in order to have time to load armor-piercing shells and inflict maximum damage on the citadel.

It makes no sense to take on ships with poor ballistics, very fast and very slow reloading, that is, destroyers, light cruisers with 6 inch guns (for example, Soviet 152 mm) and all battleships, with the possible exception of Scharnhorst with its 283 mm rapid fire. Completely pointless on ships with one type of projectile (e.g. Tier 1 ships and British light cruisers).

Roughly speaking, the Master Loader skill makes sense to take on ships with a reload time of more than 11 seconds and less than 18 seconds.

The Pre-Flight Maintenance Master skill can be considered one of the main skills for aircraft carrier commanders at level 1. Commanders of ships of other classes will not receive any benefits from it.

Given the abundance of useful skills in World of Warships, the Ejection Aircraft Guidance Point skill is practically useless. Catapult fighters are still bad at shooting down enemy aircraft, and the additional spotter aircraft only increases the survivability of the spotter during air raids.

The Artillery Alert skill can be considered a secondary skill for battleships and cruisers of Tier V and above that play from a distance. Allows the player to initiate an evasive maneuver when the indicator lights up, saving hit points. It is not recommended to take on ships that are played at close range, such as low-level and British cruisers.

Level 2 Skills

As a rule, a Master Gunner is usually taken on battleships, heavy cruisers, and many Soviet destroyers whose turrets cannot keep up with the ship's circulation. The Master Gunner skill allows you to slightly increase the comfort of playing these ships.

The Torpedo Acceleration skill allows you to increase the speed of torpedoes by reducing the range. It is useless on most ships in World of Warships, however, in theory, it can be taken by commanders of ships whose torpedo range far exceeds the ship's light range. For example, some Japanese destroyers.

The Smoke Screen Master skill allows you to place smokes of increased radius. In theory, it is useful on British cruisers and premium Tier VIII Mikhail Kutuzov. In practice, the benefits of such fumes are small. In addition, there are always more useful skills.

The Desperate skill increases firepower as your ship's durability points decrease (up to 20%), and therefore is one of the most useful skills in World of Warships. Affects the reload speed of main battery, secondary battery and TA.

Some, especially low-level cruisers, have completely crystal modules in the game. On them, it is better to take From the last forces as the main skill. This is checked experimentally, if during several battles on the ship the rudders or the engine were not blocked, you can safely take the Desperate.

Taking into account the criticality of destroyer modules, the Last Ending skill is the main skill for this class of ships. And the appearance at level 1 of the undoubtedly useful Prevention skill did not change anything in this regard.

Some, especially low-level cruisers, have completely crystal modules in the game. On them, it is better to take From the last forces as the main skill. This is checked experimentally, if during several battles your rudders or engine were critted several times, it is better to take the Last Strength skill on this ship.

Level 3 Skills

The Damage Control Basics skill allows you to burn less, sink less, and troubleshoot faster. In theory, this is all great, but in the game there are skills that allow you to burn and sink even less. For example, by reducing the likelihood of a fire and the number of ignition sources, as well as accelerating the reloading of equipment. Actually Damage Control Basics is a really great skill, but a minor one.

The Damage Control Master skill is an absolutely essential skill for destroyer commanders participating in Ranked Battles (RB) and wishing to play the role of an anti-destroyer. It will also be useful to commanders of all high-level destroyers in random battles. Does not provide any noticeable advantage to ships of other classes and low-tier destroyers.

The Torpedo Weapons Expert skill is often taken as a Tier 3 main skill by commanders of destroyers that use torpedoes as their main weapon (Japanese destroyers and individual destroyers of other nations). Combines well with the Desperate skill, which allows you to further reduce the cooldown of the TA.

Basic skill for aircraft carrier commanders. Commanders of ships of other classes will not receive any benefits from it.

The Basic Fire Training skill should be taken when sharpening a ship in secondary or anti-aircraft defense. Considering that we have literally a few ships in the game, it makes sense to sharpen in secondary armour, and that not every battle at high levels has aircraft carriers (at the time of writing this guide), Basic fire training is not the most useful skill in the game, and therefore to the secondary category.

It makes sense to take the Superintendent skill on ships with a large amount (more than 2 pieces) of useful (!) consumable (!) equipment. So, taking the Superintendent to all battleships, without exception, just for the sake of an additional Repair Team is at least ridiculous. If only because you still need to live up to it, and for this it would be nice to take other, more useful skills.

It makes sense to take the Explosive Technician skill on ships that play mainly high-explosive shells, but have a low probability of setting fire to the enemy. For example, on Soviet light cruisers (with 152 mm guns), as well as on Soviet and American destroyers.

The Vigilance skill is one of the most useful skills. It makes sense to take it on all ships, excluding, perhaps, only aircraft carriers. Due to the peculiarities of the implementation, it increases the torpedo spotting distance when hydroacoustic search is activated, so it will be useful even for commanders of ships with HAP.

Level 4 Skills

Considering that only German battleships of Tier VIII - X and just a couple of other ships have really good secondary armaments, the Manual fire control skill of secondary armaments is useless for commanders of the vast majority of ships in World of Warships. The expediency of pumping the commanders of German battleships into the PMK is also very doubtful.

It should also be remembered that in order to activate the secondary armament after taking the skill Manual secondary fire control, it is necessary to select the enemy ship manually. Until the ship is selected, the secondary is considered disabled and does not work at all!

It makes sense to take the Fire Fighting Training skill on all battleships, and the first one at that. By reducing the number of possible fires in the central part of the ship (where all superstructures are located) from 2 to 1, Fire Training significantly reduces the damage taken from fires. The reduced risk of fire is also a nice bonus.

The Inertial HE Fuse skill is one of the basic skill options for cruisers with 6-inch guns (for example, Tier VI-VIII Soviet cruisers with 152mm guns). Allows you to inflict damage on the extremities of battleships and pierce the sides of some LK and KR. Pairs well with the Explosive Engineer. The inertial HE fuse is also very useful on the Japanese destroyer Akizuki with 100mm guns and the German destroyer Ernst Gaede with 150mm guns. It is practically useless on ships with guns over 180 mm in caliber.

Video guide for the skill Inertial HE Fuse

Basic skill for aircraft carrier commanders. Commanders of ships of other classes will not receive any benefits from it.

The Enhanced Fire Training skill is the main skill for ships with main guns up to 139 mm and good ballistics, that is, for Soviet destroyers with 130 mm guns. It is also one of the main skills when sharpening ships in air defense.

The Manual AA fire control skill is suitable for commanders of all ships with good AA, it allows you to increase the number of aircraft shot down by several times. But only if the ship has a lot of large-caliber (caliber above 85 mm) air defense guns.

It should also be remembered here that not all air defense guns have the same survivability. As a rule, the larger the caliber of anti-aircraft guns, the more tenacious they are. When deciding whether to take the Manual Air Defense skill or not, remember that by the end of the battle you may only have large-caliber anti-aircraft guns left and this skill will give you the maximum advantage.

The Radio Direction Finding skill indicates the approximate direction to the nearest enemy ship. Useful for torpedo destroyers that cannot fight back enemy destroyers in an artillery duel. In this regard, it is especially useful for Japanese destroyers with consumables that speed up torpedo reloading (taken instead of smoke), because in this case the ship cannot even hide in the smoke. Useful for artillery destroyers in Ranked Battles to hunt torpedo destroyers. Of little use to all other ships and in all other situations.

The Disguise Master skill is the main skill for commanders of torpedo (Japanese, German) and stealth artillery (American) destroyers. Not very useful for Soviet destroyers. Medium useful for cruisers (allows you to get closer to enemy ships in open water without light, disappear from light at short distances). Useful even for battleships, but often they can pick up more useful skills.

Leveling commanders on ships of different classes in WoWS

Here are some general tips for upgrading commanders in World of Warships for all ship classes:

  • Don't get carried away with level 4 skills. The more level 4 skills you take, the fewer skills you can take in total. Do you really need a second and even more so a third level 4 skill?
  • Before assigning skills, estimate them on the skill calculator.

Battleship Commander Skills

The first 10 skill points are distributed elementarily. At the third level, you can take the Superintendent instead of Vigilance.

  1. On LC, pumped into survivability, it makes sense to take 3 ( 3), Increased readiness 2, 2 and 2.
  2. At the time of writing this guide on commander skills, I would not advise pumping LK into air defense. Carriers may not be in combat, or aircraft may not be on your flank. But if there is a desire to upgrade the commander specifically in air defense, you will have to sacrifice the second skill at level 3 and take the second skill at level 4. Choose between Enhanced fire training 4 and Air defense manual fire control 4, or take both.
  3. I would not advise pumping LK into the secondary, even Bismarck VIII, Friedrich der Große IX and Großer Kurfürst X. But if you really want to, take 4, so you will noticeably increase the accuracy of the secondary. At the third level, it makes sense to take 3 instead of Vigilance 3, because these battleships have a very useful equipment - hydroacoustic search (HAP).

A very good option is to choose a skill for high-level battleships. It allows you to enter positions without being exposed to light (without getting the focus of the enemy team at the beginning of the battle), and disappear from the light already at an average distance for a battleship.

Cruiser Commander Skills

Unlike battleships, there is no convenient universal skill set for cruiser commanders, so let's look at skills by tier and type of ship:

  1. At level 1 take: priority target for cruisers up to tier 4 inclusive and for all British cruisers. or artillery alert for cruisers with a main battery from 180 mm. artillery alert for all other cruisers.
  2. At level 2, take the skill, the only question is whether to take this skill first or not. To get started, just play for a while on a ship without a level 2 skill to understand how often you get knocked out modules (primarily rudders), and whether you need a skill. For example, on French cruisers up to and including Algérie VII, this skill is very necessary, and it is recommended to take it first.
  3. At level 3, take on high-explosive rapid firers (all Soviet cruisers up to Tier VIII inclusive), on all other cruisers. On high-tier cruisers with the Repair Party consumable, you can take .
  4. Take it at level 4 Masters of disguise or AA skills if you have an AA barge. On cruisers with a main battery of 6 inches (152 mm), you can safely take . By the way, in some cases, it would be a reasonable option not to take the commander's level 4 skills at all. So you can gain a whole bunch of useful skills of 1-3 levels.

Now let's see what we got:

  • Kirov:
  • Budyonny, Shchors, other cruisers with 152 mm guns:
  • Chapaev and other cruisers with 152 mm guns and a lot of equipment:

When and how is free experience credited in World of Warships? The first way is to 100% study the ship, open modules and get the "elite" or "premium" status. Further, with the help of golden doubloons, free accrual for the "pumping" of other less powerful equipment is carried out. The second way is to get credits, which are used in the store to purchase, select commanders and train them. The more experience and doubloons you have, the more chances you have to get a professional commander - a graduate of a higher school - into the team.

What is experience for?

If you don't know how experience is earned in World of Warships, the RBK Games platform will tell you the correct answer. Replenishment of the balance is carried out as a result of:

  • causing serious damage to the enemy (wounding, sinking);
  • capturing enemy bases and effective defense of their localization sites;
  • destruction of enemy aircraft with the help of air defense or other weapons;
  • vigorous activity on the battlefield, helping allies and team members.

The higher the result you achieve, the higher the free ship experience in World of Warships will be. But there are nuances here: for example, when more powerful equipment is sunk, a significant reward is provided, but the class of the downed aircraft does not matter. It can be a bomber, torpedo bomber or fighter.

What to spend?

You already know how ship experience is calculated in the game. It remains to decide what to spend the earned money on. There are a lot of options: replenishment of ammunition, expanding the range of equipment, its overhaul or local repairs, purchasing additional camouflage, servicing ships, choosing premium class consumables. Games about ships develop a sense of responsibility, teach you to understand not only tactical issues, but also the technical part.

Elite Commander Experience

Version 0.6.0 adds a new type of in-game currency - Elite Commander Experience. Its source will be the commanders who have reached the "highest rank". This means that all XP earned by a commander after reaching skill point 19 will be considered elite. It will go into a single “piggy bank” of elite experience for all commanders of the player.

Elite experience can be spent on:

  • pumping commanders who have not reached the 19th skill point;
  • accelerated retraining of commanders to other ships;
  • redistribution of skill points.
Moreover, Free XP can now also be spent on upgrading/retraining commanders or redistributing skills. Now the player can choose how, for example, to reset skills: for doubloons, for elite experience of commanders, or for free experience.

By analogy with the regular experience of the ship, the elite experience of commanders can be used in conjunction with free experience to pay for the above actions.

Converting Elite XP to Free XP

Elite experience can be converted to free experience according to the same rules as accumulated ship experience. The cost of the transfer is the same as for the conversion of the standard experience of ships to free: 1 doubloon for every 25 experience points. You can't convert Free XP back to Elite XP.

Access to operations with elite experience

The player gets the opportunity to spend elite and free experience on the needs of commanders at the 7th level of the service record, from the moment the functionality of the commanders is unlocked.

New Commander Skills

Significant changes have affected the system of commander skills. Now all skills have a maximum, 4th level and are divided into four groups: stamina, attack, support and ingenuity.

Skill Matrix version 0.5.16

Skill Matrix version 0.6.0

Not only the structure of the matrix has changed. There are 7 more skills, and many "old" skills have been changed. A description of each can be found below.

Fortitude

I. Priority Goal

New skill.
The radio intercept indicator shows the number of enemies that are holding your ship under the guns of the main gun.

I. Prevention

The skill has been moved from level 5 to level 1.
Module failure chance reduced from 50% to 30%.

II. Increased readiness

II. Handyman

The skill has been moved from level 5 to level 2.
Reload time bonus reduced from 15% to 5%.

III. Master of Survival


HP gain per level reduced from 400 to 350.

III. Fundamentals of the fight for survivability

IV. Manual fire control PMK

IV. fire fighting training

The skill has been moved from level 2 to level 4.
Base fire protection increased from 7% to 10%.
Added an effect that reduces the number of fires on a ship to 3 by combining the two central fires.

Attack

I. Master loader

The skill didn't change.

The skill also works if there are “critified”/destroyed towers on the ship.

I. Pre-flight attendant

The skill has been moved from level 4 to level 1.

II. Master gunner

The skill didn't change.

II. Torpedo acceleration

The skill has been moved from level 3 to level 2.

III. Master of torpedo weapons

The skill has been moved from level 2 to level 3.

III. extreme takeoff

New skill.
Makes it possible to take off and land aircraft during a fire. +100% to squadron preparation time during a fire.
Doesn't work when restarted.

IV. Inertial fuse for HE shells

New skill.
Increases the armor penetration threshold for HE shells of main battery and secondary armour, but reduces the chance of igniting.
–3% chance to set on fire when hitting a target with an HE shell.
+30% to HE shell penetration threshold.
When retraining works at 50%.

IV. Air dominance

The skill has been moved from level 5 to level 4.

Support

I. Point of guidance for catapult aircraft

New skill.
When activating the "Catapult Fighter" or "Fire Spotter" consumable,
additional aircraft; the flight speed of catapult aircraft is reduced.
+1 catapult fighter.
+1 spotter aircraft.
–20% to the speed of catapult aircraft.
Doesn't work when restarted.

I. Air Combat Master

The skill has been moved from level 3 to level 1.
Fighter ammo increased by 10%.

II. Smoke Screen Master

New skill.
Increases smoke screen coverage.
+20% smoke screen radius.
Doesn't work when restarted.

II. Master Gunner

The skill has been moved from level 1 to level 2.

III. Basic fire training

The skill has been moved from level 1 to level 3.
AA effectiveness bonus increased from 10% to 20%.

III. superintendent

The skill didn't change.

IV. Enhanced fire training

The skill didn't change.

IV. Manual air defense fire control

The skill didn't change.

Savvy

I. Artillery alert

The skill has been moved from level 2 to level 1.

I. Evasive Maneuver

New skill.
Reduces visibility and speed, increases the combat capability of attack aircraft when returning to an aircraft carrier.
–30% to the speed of strike aircraft when returning to an aircraft carrier.
–20% to the visibility of strike aircraft when returning to an aircraft carrier.
+75% to the combat capability of attack aircraft when returning to an aircraft carrier.
Doesn't work when restarted.

II. Desperate

New skill.
Increases the reload speed of all weapons when HP decreases.
-0.2% to the reload time of all types of weapons for every 1% of HP lost.
Doesn't work when restarted.

II. From the last strength

The skill didn't change.

III. explosives technician

The skill has been moved from level 4 to level 3.
Ignition chance reduced from 3% to 2%; now the skill is extended to the secondary.

III. Vigilance

The skill didn't change.

IV. radio direction finding

New skill.
Shows an approximate sector for finding the nearest enemy ship. The enemy is informed that he is located. The fact of the direction finding of the ship is displayed to the enemy in the same way as the definition of "light" from the ship, aircraft or active equipment.
Does not work on aircraft carriers. Doesn't work when restarted.

IV. Master of Disguise

The skill has been moved from level 5 to level 4.

With the release of the version, the skills of all commanders learned by the player will be reset for free.
If at the time of the release of the update the commander is in the process of retraining to another ship, then after the release of update 0.6.0 the commander will be automatically retrained to 100%.

New Commander Experience Bar

The pace of leveling the commander has also changed. At the initial stage, it slowed down, while the high ranks of the commander became much more accessible, including the highest. The total amount of experience required to reach the 18th point in version 0.6.0 decreased from 1,540,000 to 1,408,000 units. Point 19 cost reduced from 10,000,000 to 300,000. experience.

Regardless of the changes to the experience bar, with the release of the update, the player's commanders will not lose skill points and experience, and in some cases they will even be able to gain additional skill points.

If the player's commander has up to 16 skill points and less than 224,100 HP. accumulated experience until the next point, then in version 0.6.0 he will receive the same number of skill points and the same amount of accumulated experience until the next skill point.

If the player's commander has at least 16 skill points and more than 224,100 units. accumulated experience until the next skill point, but less than 120 100 pts. experience up to 19, then in version 0.6.0 the commander will receive the same number of skill points, the same number of accumulated experience points and a bonus in the form of 47,000 units. experience.

If the player commander has 18 skill points and more than 120,100 HP. accumulated experience until the next skill point (the total amount of accumulated experience in this case will be more than 1,661,000 units), then in version 0.6.0 he will receive 19 skill points, and the difference between the total amount of accumulated experience before version 0.6.0 and the number 1 661000 units will be upgraded to Elite Experience.

The amount of experience required to retrain a commander from one researchable ship to another also changes.

Clans

Clans are available to all players in update 0.6.0. Now any player can join a clan or create one.
Clan players are marked with a special clan tag, which is visible to other players in battle. They also have access to clan chat - an automatically created channel for communication between all members of the clan.

The maximum number of players in a clan at the moment is 30. The cost of creating a clan is 2500 doubloons.

clan profile

A special tab with information about the clan and clan functions has been added to the Port - the clan profile. It is located next to the player profile tab.

The tab displays:

  • clan personnel;
  • personal statistics of each player who did not hide it;
  • average statistics for all players (one hidden player will not be taken into account by statistics, but if there are more than one hidden, then they correctly affect the average; if there are only hidden players in the clan, the clan's statistics will also be "hidden").
The profile of his clan can be viewed by any player who is a member of the clan. The profile of another clan can be found by searching for the clan name.

Clan roles

  • The commander of the fleet, he is also the creator of the clan by default. Has maximum rights:
    • invite new players to the clan;
    • change the position of a clan member to any position, except for the commander of the fleet;
    • disband the clan
    • remove players from the clan;
    • change the clan name (for 2500 doubloons), its description, clan tag and clan tag color;
    • leave the clan with the mandatory transfer of the title of commander.
  • Deputy Fleet Commander. Everything is possible, except for the dissolution of the clan and the appointment of the role of deputy commander of the fleet.
  • Commissar. Can send players who are not members of clans an invitation to join a clan.
  • An officer. One of the clan members.
Clan invitations

The ability to invite a player to a clan is available to the fleet commander, his deputy and military commissar.
The received invitation will be displayed to the player in the list on the "Invitations" tab. After accepting the invitation, the player is automatically redirected to the clan profile tab. If you decline, the invitation disappears.

The validity period of the invitation is 3 days. After it expires, the invitation disappears from the player's "Invitations" tab. On the clan's "Invitations" tab, it will remain and will be marked as expired.

Players can send applications for consideration of their candidatures for joining a clan from the clan profile, view their applications, track their status.

Graphic changes

  • New commander portraits have been added to the game. In particular, one of the American commanders is made in the image of the player Markcou in memory of him. He was devoted to the games of Wargaming and his comrades from the TRIO clan from the NA server for more than four years, but a terrible disease took his life.
  • The appearance of the ships Atlanta, Belfast, Blyskawica, Flint, Saipan and Sims has been adjusted using a special technology for improved rendering of thin elements. The adjustment does not affect performance in any way.
  • In the Port, the indicator of a new level received by the commander has been replaced with a simple numerical designation.
  • The appearance of the ships Iowa, Missouri and Montana has been slightly changed. Fixed a disappearing air defense platform on a "dead" gun. Returned rangefinders to the main caliber. Added pads next to radars on rangefinders.
  • Alabama and Montana: A more accurate main battery armor model has been returned.
  • Nagato and Amagi: Main battery turret models have been updated.
  • Marblehead: Updated the weapon layout on the ship.
  • Minotaur: Animation has been added to the navigation radar antenna.
  • Prinz Eugen: Added a rollback animation for the 1st main gun after firing.
  • Perth: Added crate near main gun. Fixed description of armor parameters without editing combat characteristics.
  • Shinonome: Fixed display of boats on low settings.
Camouflage
  • The "New Year 2017" camouflage has been removed from sale.
  • Added permanent camouflage for the ships Amagi, Aoba, Bayern, Budyonny, Farragut, Fuso, Independence, Leander, Nagato, New Mexico, Nürnberg.

Maps and Ports

  • "Strait": the left side of the map has been significantly changed. The strait area has been expanded, a large island has been reduced to increase shooting along the west-east line, two new islands have been added.


Strait version 0.5.16

Strait version 0.6.0

  • The visual appearance of the map "Islands" and Port "Philippines" has been significantly redesigned.
  • Fixed visual errors on the Strait, Atlantic, Fault Line, Mountain Range, Okinawa, Warrior's Path maps and Port St. Petersburg.

Testing new content

The Tier VI Japanese premium battleship IJN Mutsu has been added to the client for testing by developers and supertesters. The ship is not available for purchase and research, but may be encountered by players in battle.

Balance

  • Nagato and Amagi: Hull (A) of both ships has been removed from the game for better playability. Instead, a hull was installed similar to hull (B) in everything except for hit points and rudder speed. These parameters remained at the hull level (A).
  • The ejection fighter operating time for battleships has been reduced to 90 seconds.
  • The "Flight Control Modification 1" upgrade now reduces aircraft preparation time by 15% instead of 10%.
  • Modernization of the "Air Group Modification 2" now, in addition to an increase of 20% to the combat capability of fighters, additionally increases their ammunition by 50%.
  • Fixed a bug in calculating the flight time of the projectile to the maximum range. Now the flight time of the projectile during the battle is displayed correctly. The fix slightly changed the flight time of all projectiles to the maximum range (within 0.3 seconds). A significant change only affected the German cruiser Yorck: the flight time of an armor-piercing shell to the maximum distance for a ship in the top hull increased to 17.5 seconds (it was 13 seconds before the fix; 15 seconds were displayed in the interface). This change has no effect on armor penetration or damage dealt by ships.
  • Akizuki: armor penetration of high-explosive shells has been reduced from 19 to 17 mm.
  • Bismarck: Hydroacoustic search has been replaced with a standard HAP for Tier VIII ships.
  • Daring: Fixed a bug due to which one gun sent a projectile to the maximum distance faster than the other two. The error only appeared at firing ranges available with the Enhanced Fire Training skill.
  • Fubuki: Smoke stats set to the same level as other Tier VI ships. Smoke screen duration reduced from 89 to 81 seconds.
  • Marblehead: main gun reload time reduced to 6.67 seconds, TA firing sector increased by 7 degrees aft on both vehicles.
Interface

For new players, an additional way to enter the game has appeared - without registration.

When playing without registration, the functionality of the client is limited: you cannot buy doubloons and a premium account, convert experience into free experience, doubloons into credits, and perform other operations with the account.

The player can at any time turn a temporary account into a full-fledged one by registering with an email address, password and login. At the same time, all progress is saved and all the possibilities of a full-fledged account are opened.
The transition to the registration page is available in the game client.

Minor fixes

  • Fixed the display of the received reward without a container on the deck of the barge.
  • Fixed missing focus on the selected challenge when switching from tiled to card view.
  • Fixed one of the bugs that caused the ship to "stick" in battle until the server was restarted.
  • Fixed a bug that caused a player to get stuck in a squad after leaving the battle when the squad was disbanded in battle.
  • Optimized weather effects (rain, snow).
  • Fixed a rare bug due to which the effects of the enemy ship were visible to the player, while the ship itself was not visible in the world.
  • Fixed a bug due to which in the post-battle statistics damage was not rounded by intel.
  • Fixed a bug due to which forts suppressed by the player were not displayed in the post-battle statistics.
  • Reformulated tooltip for ship modules if it is locked in a squad.
  • Fixed a bug that caused the game client to terminate if the player was in the commander's personal file at the time of his demobilization.
  • Fixed the display of the "light" distance of one of the forts on the "Atlantic" map.
  • Fixed the display of the number of days in a ranked season if the season lasts more than 1.5 months.
  • Fixed display of the Missouri wreath in the Port in system messages.
  • Added the ability to scroll in the summary window at minimum screen resolutions (below 1366 × 768).
  • Fixed a bug that resulted in the ability to add a 4th player to a squad without being able to go into battle.
  • Fixed the display of the number of modules in the 3rd task of the 5th mission of the "Honorable Service" campaign.
  • Fixed display of the campaign with a four-tier carousel of ships at low resolutions.
  • Fixed a bug due to which the achievement "One man in the field" was not issued in the "Bastion" mode.
  • Fixed display of nation flags in the tech tree at minimum screen resolutions.
  • Fixed tooltip to include Yokoska Port in ARP ship descriptions.
  • Fixed displaying the nickname of a player in a clan in the chat.

January 19 at 07:00 (Moscow time) will be released first update in the new year, which will receive a sonorous number 0.6.0.

Due to work on the release of the update, the game server will be unavailable from 5:00 to 07:00 (Moscow time). Update size: 1 GB.

A detailed analysis of who and where to download in the new patch - wait this week.

Elite Commander Experience
Version 0.6.0 adds a new type of in-game currency - Elite Commander Experience. Its source will be the commanders who have reached the "highest rank". This means that all XP earned by a commander after reaching skill point 19 will be considered elite. It will go into a single “piggy bank” of elite experience for all commanders of the player.

Elite experience can be spent on:

  • pumping commanders who have not reached the 19th skill point;
  • accelerated retraining of commanders to other ships;
  • redistribution of skill points.

By analogy with the regular experience of the ship, the elite experience of commanders can be used in conjunction with free experience to pay for the above actions.

Moreover, Free XP can now also be spent on upgrading/retraining commanders or redistributing skills. Now the player can choose how, for example, to reset skills: for doubloons, for elite experience of commanders, or for free experience.

  1. To upgrade/retrain/reset commander skills for elite or free experience, experience must be enough for 100%, otherwise the transaction will not take place.
  2. First of all, elite experience is spent on a transaction, and only if it is not enough - free experience.
  3. When upgrading / retraining a commander, the amount of elite and free experience is spent in total exactly as much as the commander’s own experience is not enough until the next skill point or until 100% of the skills work.
  4. The cost of skill reset is calculated by the formula: 10,000 Elite/Free XP multiplied by the number of skill points researched.

New Commander Experience Bar

The pace of leveling the commander has also changed. At the initial stage, it slowed down, while the high ranks of the commander became much more accessible, including the highest. The total amount of experience required to reach the 18th point in version 0.6.0 decreased from 1,540,000 to 1,408,000 units. Point 19 cost reduced from 10,000,000 to 300,000. experience.

Regardless of the changes to the experience bar, with the release of the update, the player's commanders will not lose skill points and experience, and in some cases they will even be able to gain additional skill points.

If the player commander has 16 skill points and less than 224,100 HP. accumulated experience until the next point, then in version 0.6.0 he will receive the same number of skill points and the same amount of accumulated experience until the next skill point.

If the player's commander has at least 16 skill points and more than 224,100 units. accumulated experience until the next skill point, but less than 120 100 pts. experience up to 19, then in version 0.6.0 the commander will receive the same number of skill points, the same number of accumulated experience points and a bonus in the form of 47,000 units. experience.

If the player commander has 18 skill points and more than 120,100 HP. accumulated experience until the next skill point (the total amount of accumulated experience in this case will be more than 1,661,000 units), then in version 0.6.0 he will receive 19 skill points, and the difference between the total amount of accumulated experience before version 0.6.0 and the number 1 661000 units will be upgraded to Elite Experience.

The amount of experience required to retrain a commander from one researchable ship to another also changes.

Number of skill points

The amount of experience required to retrain a commander for a new ship before the release of 0.6.0.

The amount of experience required to retrain the commander for a new ship after the release of 0.6.0

0 600 100
1 650 1000
2 750 1500
3 1050 2000
4 1700 3500
5 2900 5000
6 4800 7500
7 8000 10 000
8 12 500 15 000
9 18 500 20 000
10 26 500 25 000
11 37 000 30 000
12 51 000 40 000
13 68 000 50 000
14 89 500 75 000
15 100 000 100 000
16 100 000 125 000
17 100 000 150 000
18 100 000 175 000
19 100 000 250 000

Have a supercaptain and want to transfer? And fuck you!

Clans
Clans are available to all players in update 0.6.0. Now any player can join a clan or create one.

Clan players are marked with a special clan tag, which is visible to other players in battle. They also have access to clan chat - an automatically created channel for communication between all members of the clan.

The maximum number of players in a clan at the moment is 30. The cost of creating a clan is 2500 doubloons.

Graphic changes

  • New commander portraits have been added to the game. In particular, one of the American commanders is made in the image of the player Markcou in memory of him. He was devoted to the games of Wargaming and his comrades from the TRIO clan from the NA server for more than four years, but a terrible disease took his life.
  • The appearance of the ships Atlanta, Belfast, Blyskawica, Flint, Saipan and Sims has been adjusted using a special technology for improved rendering of thin elements. The adjustment does not affect performance in any way.
  • In the Port, the indicator of a new level received by the commander has been replaced with a simple numerical designation.
  • The appearance of the ships Iowa, Missouri and Montana has been slightly changed. Fixed a disappearing air defense platform on a "dead" gun. Returned rangefinders to the main caliber. Added pads next to radars on rangefinders.
  • Alabama and Montana: A more accurate main battery armor model has been returned.
  • Nagato and Amagi: Main battery turret models have been updated.
  • Marblehead: Updated the weapon layout on the ship.
  • Minotaur: Animation has been added to the navigation radar antenna.
  • Prinz Eugen: Added a rollback animation for the 1st main gun after firing.
  • Perth: Added crate near main gun. Fixed description of armor parameters without editing combat characteristics.
  • Shinonome: Fixed display of boats on low settings.

Camouflage

    • The "New Year 2017" camouflage has been removed from sale.
    • Added permanent camouflage for the ships Amagi, Aoba, Bayern, Budyonny, Farragut, Fuso, Independence, Leander, Nagato, New Mexico, Nürnberg.

Maps and Ports

    "Strait": the left side of the map has been significantly changed. The strait area has been expanded, a large island has been reduced to increase the shooting along the west-east line, two new islands have been added (we nerfed the Avik's nick for the left base).

  • The visual appearance of the map "Islands" and Port "Philippines" has been significantly redesigned.
  • Fixed visual errors on the Strait, Atlantic, Fault Line, Mountain Range, Okinawa, Warrior's Path maps and Port St. Petersburg.

Testing new content

The Tier VI Japanese premium battleship IJN Mutsu has been added to the client for testing by developers and supertesters. The ship is not available for purchase and research, but may be encountered by players in battle.

Balance

Nagato and Amagi: Hull (A) of both ships has been removed from the game for better playability. Instead, a hull was installed similar to hull (B) in everything except for hit points and rudder speed. These parameters remained at the hull level (A).

Principles of module replacement and bonuses received by players

  • If you have researched the current hull (B), the hull (C) will be available for installation. If body (B) has been installed, you will receive body (C) automatically.
  • If you have hulls (B) and (C) researched, you will receive 22,000 units. experience per ship (for Nagato) or 39,000 units. experience (for Amagi).
  • If you researched a hull (B) and installed a hull (C), you will receive 1,800,000 credits (Nagato) or 2,300,000 credits (Amagi).

Other balance changes

  • The ejection fighter operating time for battleships has been reduced to 90 seconds. ( Imbos are too battleships with an airplane, yeah.)
  • The "Flight Control Modification 1" upgrade now reduces aircraft preparation time by 15% instead of 10%. ( You need to apat aviki.)
  • Modernization of the "Air Group Modification 2" now, in addition to an increase of 20% to the combat capability of fighters, additionally increases their ammunition by 50%. ( Aviki will not uplift themselves.)
  • Fixed a bug in calculating the flight time of the projectile to the maximum range. Now the flight time of the projectile during the battle is displayed correctly. The fix slightly changed the flight time of all projectiles to the maximum range (within 0.3 seconds). A significant change only affected the German cruiser Yorck: the flight time of an armor-piercing shell to the maximum distance for a ship in the top hull increased to 17.5 seconds (it was 13 seconds before the fix; 15 seconds were displayed in the interface). This change has no effect on armor penetration or damage dealt by ships.
  • Akizuki: armor penetration of high-explosive shells has been reduced from 19 to 17 mm. ( Imba was such that it filled the random! Sarcasm.)
  • Bismarck: Hydroacoustic search has been replaced with a standard HAP for Tier VIII ships.
  • Daring: Fixed a bug due to which one gun sent a projectile to the maximum distance faster than the other two. The error only appeared at firing ranges available with the Enhanced Fire Training skill.
  • Fubuki: Smoke stats set to the same level as other Tier VI ships. Smoke screen duration reduced from 89 to 81 seconds.
  • Marblehead: the reload time of the main guns was reduced to 6.67 seconds, the firing sector of the TA was increased by 7 degrees towards the stern on both vehicles. ( Apa Marley wouldn't say they. TTX will not be touched, they said.)

Interface

For new players, an additional way to enter the game has appeared - without registration.

When playing without registration, the functionality of the client is limited: you cannot buy doubloons and a premium account, convert experience into free experience, doubloons into credits, and perform other operations with the account.

The player can at any time turn a temporary account into a full-fledged one by registering with an email address, password and login. At the same time, all progress is saved and all the possibilities of a full-fledged account are opened.

The transition to the registration page is available in the game client.

Minor fixes

  • Fixed the display of the received reward without a container on the deck of the barge.
  • Fixed missing focus on the selected challenge when switching from tiled to card view.
  • Fixed one of the bugs that caused the ship to "stick" in battle until the server was restarted.
  • Fixed a bug that caused a player to get stuck in a squad after leaving the battle when the squad was disbanded in battle.
  • Optimized weather effects (rain, snow).
  • Fixed a rare bug due to which the effects of the enemy ship were visible to the player, while the ship itself was not visible in the world.
  • Fixed a bug due to which in the post-battle statistics damage was not rounded by intel.
  • Fixed a bug due to which forts suppressed by the player were not displayed in the post-battle statistics.
  • Reformulated tooltip for ship modules if it is locked in a squad.
  • Fixed a bug that caused the game client to terminate if the player was in the commander's personal file at the time of his demobilization.
  • Fixed the display of the "light" distance of one of the forts on the "Atlantic" map.
  • Fixed the display of the number of days in a ranked season if the season lasts more than 1.5 months.
  • Fixed display of the Missouri wreath in the Port in system messages.
  • Added the ability to scroll in the summary window at minimum screen resolutions (below 1366 × 768).
  • Fixed a bug that resulted in the ability to add a 4th player to a squad without being able to go into battle.
  • Fixed the display of the number of modules in the 3rd task of the 5th mission of the "Honorable Service" campaign.
  • Fixed display of the campaign with a four-tier carousel of ships at low resolutions.
  • Fixed a bug due to which the achievement "One man in the field" was not issued in the "Bastion" mode.
  • Fixed display of nation flags in the tech tree at minimum screen resolutions.
  • Fixed tooltip to include Yokoska Port in ARP ship descriptions.
  • Fixed displaying the nickname of a player in a clan in the chat.