
Now these are the normal changes to modules and ships, but that's not all we have some new modifiers that are replacing or adding to existing modules too. Some older ships and submarines remain well below 30kt and will need upgrading if you want their speed to match modern ships. On speed it should be much harder to get 40kt ships now - faster ships hover around ~35kt with slower ships being in the 30kt range. (RED=changed values, BLUE=New values and BLACK=unchanged)Ĭhanges to speed,reliability and Production cost. Now we will get into some gritty details of the current value changes for the rebalance. This will eliminate one of the largest exploits in current ship design and should prevent ships being unintentionally protected by screening. Let's go through them by groupings.įirstly I want to say that you can no longer have both medium cruiser and light cruiser guns on the same design, fitting both will invalidate the design. The ship designer has some of the most major changes to existing ships and modules. Sub and surface detections for a task force are now listed in the task force information tooltip.įirst joining an ongoing battle was very painful and making strike forces much less useful this should be much less of an issue with much lower and shorter lived penalties for positioning.Īdditionally SUPREMACY_PER_SHIP_BASE has been reduced from 100>75 so that IC and manpower have a greater impact on naval supremacy.Random chance to instantly spot (encounter) equal to your hourly progress, so if you have a 4% hourly progress you also have a 4% chance to “encounter” a task force.Spotting is now min capped at 0.01% progress per hour, so you will always spot a task force after 10,000 hours (417 days).homing torpedoes now increase torpedo hit chance.Radar and fire control increase light and heavy guns hit chance.The new modifiers replace existing stat modifiers for modules/tech. New hit chance modifiers that affect hit chance in the same way that weather affects hit chance. In addition to this there have been some other changes for hit chance The current but not final working formula is: So a ship with a high hit profile will be easier to hit than one with a small hit profile.Ī change to the hit profile calculation is aimed to reduce the impact of speed on hit chance and should flatten the effect of speed for much slower ships. Currently the live game calculation for a hit profile is the ( (visibility * 100) / speed). This hit profile is then divided by the accuracy of the weapon type a ship is firing (10 * (Hitprofile/weaponaccuracy)^2).Īny other effects that affect hit chances such as weather/time of day are applied to the final value. A Hit profile is the calculation used to determine how easy it is to hit a ship. Quick primer on hit profile in case you don't know what they are. Hit profiles & damage ("well the front fell off") The current values for the dual purpose batteries are not final and are currently aligned with their non AA equivalents.įinally we have the 1944 Advanced medium dual purpose battery which packs a punch both to ships and planes, which should you reach it could wreak havoc for enemy aircraft and destroyers alike. Dual purpose guns lack the piercing of regular guns but make up for it by also providing AA. They are a 1939 onward tech, with the UK,USA,Japan & France starting with the Basic dual purpose Battery Researched and historic ships starting equipped with dual purpose Batteries and dual purpose Secondaries. But don't worry about having to research more techs, XP reductions are gone but base research times are down.Īnd let's finally address that big elephant in the room… Dual purpose guns now branch off the light gun line. Gone are the secondary battery techs as they are now research via the medium gun techsĪdditionally the naval shell upgrades are now part of the gun lines acting as an intermediary tech between new modules.

Here you will see quite a difference from the old tech tree. Moving on to the new “Naval Support” tab. SH armor still remains part of the super heavy battleship. Let's take a look at what that looks like.Īs you can see it's much more concise than before, armor techs have been combined so each level will unlock both heavy and cruiser armours and are not linked to any specific hulls. So firstly the naval tech tree has been split into 2, the naval tab contains hulls and tech directly linked to hulls. There are a number of changes here that will be explained in further detail further to the aft of the dev corner. The most obvious change is our first port of call today, this is the tech tree.
