We want to follow up on our announcement regarding Submarines in Random Battles and share more details .
Reading: Submarines, additional explanations
Commander skill reset and upgrade demounting
The Test of Submarines in Random Battles is an significant change affecting the gameplay experience. During the first gear two weeks of the release of Update 0.10.9, all players will be able to demount Upgrades and reset Commander skills for spare. For those who want to reset all of their Commanders ‘ skills at once, a particular clitoris will be available in our weekly mission Briefing article which will be released on the portal vein on Thursday, 7 of October for this purpose. This will allow you to test submarines and their counterattack with different setups for both commanders and upgrades for unblock, as this is an significant change for surface ships since we added depth charges to about all ships
Sonar pings and homing torpedoes
The interaction between the submarine pings and airfoil ships, in particular battleships, was a popular subject brought up by you .
In 0.10.9, we made significant changes to submarines and their interaction with open ships, one of which was the addition of Anti Submarine Warfare arming to about all ships, so we need to first evaluate this change ‘s shock on Submarines and other classes. After that, we will return to the issue of assessing the interaction between Battleships and Submarines specifically and determine what foster steps we need to take. If the trace tests show that the current execution does not work well enough, we will think about improving or changing it. We do n’t want to make any hasty decisions at the moment since Submarines have not even been tested with all the latest changes. We would like to remind you that although Submarines have gone through many stages of testing and are already in their final stages, they are still securely in the testing phase and we are continuing to work on them and change them as needed .
Besides this, we besides wanted to share some details about the sonar ping + homing torpedo automobile mechanic : when a torpedo comes within a sealed distance of its ping target, it will stop homing and continue in a straight note .
The range at which home is switched off is 2.1 kilometer for battleships, 1.2 kilometer for aircraft carriers, 720 megabyte for cruisers ( 360 in case of double sonar ping effect ), and 240 m for destroyers and submarines ( 120 in character of double sonar ping effect ) .
In our previous post about submarines, we mentioned our expectations on the popularity of Submarines ( measured by the count of times this ship type is taken into conflict ) in Random Battles. unfortunately, the wording was not wholly clear and caused some confusion .
We will not make Submarines overpowered to boost their popularity. Our goal is to create balanced ships with other classes always in mind. To accomplish a certain tied of popularity, we improve or change mechanics. The stats of a transport will of run affect its popularity, but its mechanics will affect it a lot more. not all concepts are created to be democratic with every musician — some are designed to provide diverseness and fill less widely demanded but hush concern and coveted gameplay niches .
right now, submarines are performing relatively faint in terms of statistics ( things like damage, winrate, or their affect on conflict result ), so we are working both on libra and improving their mechanics. When we will reach a goodly charge of efficiency, we will work on calibrate their settings .
If the class ‘ popularity is lower, it will indicate that players concerned in submarines do not like their mechanics, and we will look into how we can improve them. If, on the contrary, their popularity is significantly higher than we expect, we will first look at how it influences the game as a wholly. If it impacts the game ailing, then we will work with substitute mechanics and try to far normalize their interaction with other classes. We will not attempt to decrease their popularity with nerfs if the class is already well balanced .
But we do not expect submarines to be excessively democratic due to the specifics of their mechanics and gameplay. As preliminary data from the current Ranked season shows, our initial assessments were quite close to the real ones .
Submarines popularity in Ranked Battles
Continuing the interrogate from the former section, we would like to share some data about the popularity of Submarines in Ranked Battles : as you can see, from the start of the Ranked Season, there was a flower in the popularity of the class, but after that, the number of battles leveled off and has stayed within 4-8 % at tier x .
In addition, judge by the stability of submarines ‘ popularity, the basic mechanics work well, and a player base is already forming around the class. At the moment, balancing and fine-tuning the current mechanics is one of the most crucial things we will work on. That is why submarines are being tested in Random Battles .
The spikes you can see in the graph are the effects of Random Bundles : players keep Submarines parked until the weekend and then play them. Their popularity in the Golden League is decreasing, and we connect this to the fact that submarines are a new, slightly strange class that is weaker than others. Since the chief drive in the Golden League is victory, players choose the classes they feel confident in and that provide them the highest probability of winning. The fact that submarines are now weaker than early classes can be seen on the pursue graph with data for the current Ranked Season .
relative damage is the fraction of the enemy ship ‘s maximum HP that you inflicted on the enemy. For case, if the foe has 20,000 HP and you dealt 10,000 damage, the relative damage is 50 % .
All values and metrics below are averages for the stream Ranked Battles season .
relative damage deal and received :
This respect is smaller for destroyers and cruisers than for Battleships and Aircraft Carriers since their tasks besides include spotting and capturing points. however, smaller values are convention hera and do not need to be equal for all classes .
The life of classes in Battle, percentage values :
Interactions with Capture Points :
potential damage :
Spotting damage :
There was a hypothesis that the presence of Submarines perceptibly prolongs the fourth dimension of the Battle, but as we can see from the graph, they did not have a meaning effect on the time of the rank Battles :
Blue is the duration of Battles without Submarines, and yellow is the duration of battles with Submarines .
- New Dawn
- Fault Line
- Islands of Ice
- Tears of the Desert
- Mountain Range
- Sea of Fortune
- Northern Lights
Test in Random Battles
We had a fortune of comments on our decision to test submarines in Random Battles. Submarines are a new class with newfangled mechanics, and such test well differs from standard ship testing. In previous closed tests, we focused on assessing the performance of the mechanics and checked their general readiness in Ranked Battles. We ‘ve made changes including those based on feedback, but at the moment, we need to find the potential shortcomings that previous tests, due to their specificity, could not detect : this involves a fine allowance of counterweight, polishing of mechanics, and other final touches. Random battles are good suited for this phase and allow us to bring submarines to their final examination department of state as part of the test so that we wo n’t have to urgently apply significant changes immediately after their free, as it was in update 0.8.0 – 0.8.0.3 after the aircraft carriers rework. This is an important stage that immediately affects the balance of Submarines and come on ships, and it requires a lot of battles to occur with Submarines and against them .
While we ‘re felicitous to see that some wordings make you smile and even become funny memes, that may indicate that we were not absolved enough in our former communications. so, we wanted to clarify what was meant by the give voice “ For model, pronounce by the test results, you enjoyed dropping depth charges ”. Ship depth charges are designed to directly impact the submarines and provide a control counterattack against the new class. We needed to understand how this tool works, whether the players like it, and whether it fulfills its intend routine. To understand that, we asked many different questions to the test participants, including “ What did you like about playing against a submarine ” and “ Did you like using depth charges against the submarines ”. The use of astuteness charges in the current iteration is one of the factors that respondents liked very much, particularly compared to the foremost iterations of the quiz, so we decided to note it to share the submit of one of the main armaments used to counter submarines .
We besides noticed the request to display the Depth Charge drop points : we have added this to the list of improvements and will consider ways to implement it .
Team size and servers
many of you noted that we do not plan to increase the number of players in Battle ascribable to the potential increase in server workload .
An increase in the number of players in conflict does affect the waiter, but a batch less, than, for exercise, battles with a lower sum of participants, since this implies that more sum battles are being played at the lapp ). The most significant load on the servers is exerted not by the number of players but by the count of battles presently taking station on the server. Brawl Season in 1×1 format affects the waiter a set more than any early type of Battle. Since Brawls are fairly popular and we did not observe meaning problems with the servers when they were conducted, we can say that our servers work efficiently in the consuming majority of the time, except in emergency cases. Our servers in four regions have been available 99.96 % of the time in 2020, excluding the schedule time for installing updates .
This is why we consider the impact on the player ‘s experience and that about the entire symmetry of Random Battles ( maps, ships, and other mechanics ) is tailored to the 12×12 format with its timings to be the main factors for the decision .
We ‘ve already talked about the limits on the number of Submarines in a team, and we would like to add that joint limits on Submarines and Aircraft carriers besides apply .
|VII-IX Tier Battles|
|Submarines, not more than||Aircraft Carriers, not more than||Submarines and Aircraft Carriers, in total, not more than|
|Tier X Battles|
|Submarines, not more than||Aircraft Carriers, not more than||Submarines and Aircraft Carriers, in total, not more than|
Starting limitation – A team can not have more than two Submarines and two aircraft Carriers at first gear Tiers, one aircraft Carrier at high Tiers. The total limit is set at three ships for these classes : in battle, it can look like two Submarines and one Aircraft Carrier .
By the 4th minute of waiting for the first player in the queue, these restrictions are softened :
- In Tier VII-IX Battles, not more than 5 Submarines and Aircraft Carriers in total, but not more than 4 Submarines.
- In Tier X Battles, not more than 4 Ships of these classes in total, but not more than 4 Submarines and one Aircraft Carrier. But if both Classes are present – 3 Submarines and one Aircraft Carrier.
It should be noted that you can encounter Battles with fewer ships of these classes — we are talking about maximum numbers .
These restrictions do not cancel already existing restrictions for Aircraft Carriers .
We may make changes due to spikes in individual classes ‘ popularity : wait time in the line up is one of the key metrics for us, and we do try not to allow besides long a wait time, as any extra limits can negatively affect the queues of the matchmaker.
One of your feedback points was Random Bundles and the fact that players could receive access to Tier X Battles without always having tried high-level Battles. We took this into account and changed the distribution mechanics to a chain of consecutive battle missions :
- To get access to a rented TIer VI Submarine until the end of the Combat mission, you need to earn 12,500 base XP on Tier V-X Ships;
- To get access to a rented TIer VIII Submarine until the end of the Combat mission, you need to earn 2,500 base XP on Tier VI-X Ships;
- To get access to a rented TIer X Submarine until the end of the Combat mission, you need to earn 2,000 base XP on Tier VIII-X Ships.
- The final reward for completing Combat missions is 3,000 Coal.
This is a chain of Combat missions, and after completing the first mission in a chain, you ‘ll get access to the next one, etc. The range will refresh every two weeks .
Thank you for your time, and we await your feedback on our forums, official Discord, and other platforms !