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Hello everyone!
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Last time in the Developer Diaries,
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we outlined what World of Warships will be like
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and how studying real ships helps us create the game.
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We didn’t tell you much about the different warship types.
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So, now it’s time to take a closer look at them.
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Today, we will talk about destroyers, cruisers, and battleships.
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Full speed ahead!
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Real fleets are very complex.
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Some historical fleets were really big.
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For example, in the Battle of Leyte Gulf between the USA and Japan in 1944,
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the Americans had as many as 150 destroyers.
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It’s not an easy task to coordinate the actions of this many ships,
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and it’s really hard to display all the features of a real fleet in the virtual world.
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We simplified it greatly.
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The number of battle participants is significantly reduced,
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as is the number of interactions between the ships.
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For example, in the game there’s no such thing as fuel.
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Fuel is not an in game resource at all.
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In real life, aircraft can be in the air for five to six hours,
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and then deck handling will take about another hour.
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Of course, it all happens much faster in the game.
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Aircraft can be airborne during the battle without time limits.
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However, after their ammunition is spent,
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there’s no sense for aircraft to keep flying around,
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so they will turn around and head back to replenish their ammunition.
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It takes 30 seconds for a six-aircraft squadron to reload on the aircraft carrier deck.
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This is quite fast.
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Despite all this simplification, the gameplay is still based on the principles of a real fleet.
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These principles helped us to decide on a very important issue
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the balance of the different warship types.
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The most important thing was to elaborate on the idea of warship balance.
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We had to answer questions such as:
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why is this warship type in the game?
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What are its strengths?
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What are its weaknesses?
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With which other types does it interact and how does it interact with them?
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So, we decided that the most effective principle is rock-paper-scissors.
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Well, everyone knows this game and how to play it.
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We just applied it to warships.
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Agile destroyers hunt down and take out battleships.
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Battleships search for cruisers and destroy them.
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Cruisers target destroyers.
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Finally, aircraft carriers stay back a bit
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because they have difficulty with all warship types.
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Of course, this principle was used for a reason.
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It works on the basis of the particular features of each warship type,
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inherited from their real-life counterparts.
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But first, let’s take a look at each warship type; we’ll start with destroyers.
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New players must know about the different ships.
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Destroyers are the fastest warships in the game.
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Historically, destroyers were always very manoeuvrable
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and fast, carrying deadly torpedoes that posed a threat to any warship type.
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And that’s how it’s implemented in the game.
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The Japanese Fubuki-class destroyer was armed with a main battery of 127 mm guns
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and three triple torpedo tubes that were armed with 610 mm Type 90 torpedoes.
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By 1945, the more advance torpedo type was in use,
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the Type 93 “Long Lance” oxygen torpedo.
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Bear in mind that one torpedo has 400 kg of explosives.
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It can cause irreparable damage to any ship hit below the water line.
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Four torpedoes hits can destroy anything that moves in our game.
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Destroyers are also equipped with something that makes them unique: a smoke screen.
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A wisely used smoke screen will provide your fleet with an advantage over the enemy fleet.
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On the other hand, the improper use of a smoke screen
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will blind your fleet, giving the advantage to your enemy.
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That’s why experienced players choose destroyers only
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when they know what they want to do, how they want to do it and when they’re ready to take a risk.
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When there is no opportunity to be cunning or maneuver,
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the huge fire power of battleships will help you out.
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Battleships, as a type, are the heaviest gunships.
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They can sink anything that floats,
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or demolish anything on the coast that their artillery guns can reach.
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Considering their firing range (the famous Yamato had the firing range up to 42 km),
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battleships could strike back well until aircraft carriers
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with a greater firing range appeared.
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Additionally, battleships were the best protected against all types of armament,
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from shells to bombs and torpedoes.
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Against everything that was invented at that time, at least.
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Rockets weren’t used against battleships because rockets were too weak against them.
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The weakness of the battleships is their relatively low manoeuvrability.
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Why is it relatively low?
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Well, for example, Yamato.
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Its turning radius is just one kilometre.
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That’s a good response time.
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Few destroyers could compete with Yamato in this.
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But, of course, they were designed to be fast, not manoeuvrable.
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In the game, Yamato has its historical armour.
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This is up to 500 mm of front turret armour and 400 mm of side armour.
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Yamato carried the heaviest gun in the battleship type.
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It fired a 460 mm armour-piercing shell that weighed 1.5 tonnes
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and had a firing range of 42 km.
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Speed: 27 knots
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In reality, the firing range was around 18 km.
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This is an effective firing range.
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The hit ratio was around 3 percent, this was considered good.
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Our game is more compact, so the hit ratio will be higher.
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Well, we must fit the time frame.
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Yamato, with its heaviest shell, is the most dangerous adversary for every warship
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except for destroyers.
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Its shell has to hit a destroyer first because it can’t cause much damage with a splash.
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Let’s take Shimakaze as an example.
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39 knots; three five-tube torpedo launchers carrying Long Lance torpedoes.
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Shimakaze is able to sink any ship, and it can actually circle around Yamato
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while it’s trying to target the destroyer with its slowly turning guns.
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The turret turning speed depends on the calibre of its gun.
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Turrets are very heavy, so they can’t aim quickly.
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On the other hand, it’s easy for Yamato to destroy other armoured targets.
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With proper support, it just floats, shoots and goes on its course.
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Problems in World of Warships are solved not only with the help of the main armaments.
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Cruisers, which can carry various armaments, are testament to this fact.
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Cruisers are average performers in many characteristics.
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But in this case, there is a happy medium.
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Cruisers combine characteristics of both light warships
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such as destroyers and heavy battleships because they carry artillery armament.
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It might be said that cruisers are the most flexible warship type.
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Depending on what gameplay style players prefer,
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they can choose to play an anti-aircraft cruiser
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and head to meet enemy aircraft from which other ships will be trying to run away.
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Or, they can play an artillery cruiser with thick armour and heavy armament.
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They can also choose a Japanese cruiser that carries both torpedo and artillery armament.
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There are Japanese Takao-class cruisers in the game.
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They are an all-round warship due to their combination
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of powerful artillery armament and torpedoes.
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They have five main turrets with two 203 mm guns
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and are armed with four 610 mm four-tube torpedo launchers.
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It’s important to note that we want one ship to represent all ships of its class.
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When we talk about Takao, we mean all four Takao-class cruisers that were produced.
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Speaking of Des Moines, we also remember
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that there were three Des Moines-class cruisers built.
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So, warships and their characteristics in the game are the generalised character
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of all ships in a particular class.
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Using the whole warship class also allows a warship to be represented
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not only as a fixed set of characteristics but as a developing entity.
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You’ll be able to develop your warship by fighting in battles.
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You’ll be able to increase the power of your engine and radio locators,
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and change the main turrets in some cases to have guns of a larger calibre.
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Upgrading is very important for cruisers
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because you can change the specialisation of your cruiser by changing its modules.
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For example, you can change it from an artillery cruiser to an anti-aircraft cruiser
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or from a torpedo cruiser to an artillery one.
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Of course, this option isn’t available for all warships
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just for those that could be modified in a real life.
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National peculiarities also add to the diversity of the cruisers.
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For example, Japanese torpedoes had a greater range,
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so their range in the game is higher than of other torpedoes.
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American warships, in their turn, had better armour protection and radar armament.
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All this will be implemented in the game.
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Players will be able to mount new modules and manage their warships the way they like.
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It sounds quite simple in theory, but it’s not the same during the battle.
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Despite there being just one common principle in World of Warships battles,
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there will always be new situations that will require thinking outside the box.
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When you’re already quite familiar with the gameplay
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and know what destroyers, cruisers and battleships are for, it will be much easier for you
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to understand the course of the battle and act sensibly and with confidence.
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Next, we’ll talk about aircraft carriers,
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which are a very interesting type of warship. See you soon!