This lets them cherry pick the easiest missions, though this is where a lot of the time requirement comes in. Players can, if they so choose, simply repeat the same missions over and over at each stage. Second, completing the campaign takes a lot of time. First, the missions require a tier 8 to 10 vessel. Overall, the campaign difficulty is quite low, with only two real hurdles to overcome. With patch 0.5.15, any player can earn her by completing a series of missions through the campaign system. The Shinonome is a reward ship, joining the ranks of vessels like the Flint, Kamikaze R and Emden. Large turning circle for a destroyer at 640m and only a modest top speed of 35.0 knots. Slow rate of fire (6.67rpm) with the new shell damage, resulting in only modest to poor DPM. Short reach on her main battery of 9.0km and very poor gun handling with a 6'/s rotation. Good individual torpedoes with 14,600 alpha strike, an 8.0km range and 63 knot top speed. Guns have a flat arc with a high velocity shell that makes aiming up to maximum range a simple feat.Īrmed with three triple torpedo launchers which allows for all sorts of tactical options when it comes to torpedo runs. Patch & Date Written: 0.5.15, December 1st, 2016Ĭlosest in-Game Contemporary: Fubuki,Tier 6 Japanese DestroyerĪrmed with six 127mm rifles - yay, old-school Fubuki is back! (Or is it!?) Quick Summary: An almost-stock Fubuki-class Destroyer but with three, slow firing turrets instead of two. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. The idea here is to elaborate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash.
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Our team handling the updates to the game is quite large – it takes a lot to make the magic of Disney come to life! We have a 60-person core team in the studio, as well as dozens of others supporting them, everything from porting to testing to customer care. How big is the team currently handling live ops? It’s so awesome to watch what the community has grown into, from those early days to the massive Disney game it is today. We have a lot of players who have been playing since day one who still login daily, and we get the best suggestions from them. We started with 25 characters from a handful of Disney properties, now we have over 250 characters and 40 different Disney, Pixar and Star Wars movies represented in the game. Our objective was new content every update. We continued to add new features and the players were happy. The game was good, but we knew it was missing some key elements to make it a really engaging game, one that the players would want to come back to again and again.īy our second update, we managed to get our event structure in and then the sky was the limit. Jennifer Gale: I remember when we launched. : With Disney Magic Kingdoms now more than four years old, how do you reflect on its performance - from launch to the mature title it is now? In this entry of our Live and Kicking series, we spoke with Gameloft game manager Jennifer Gale regarding the four-year anniversary of Disney Magic Kingdoms. Here at we want to take the opportunity to highlight games that have bucked the trend and found an audience that has kept them thriving long after launch. Long gone are the days of developing and publishing a game without the need to tweak, adjust and patch it after launch, with new titles requiring constant operation and updates to keep them at the forefront of consumer thought. It is often said that nothing is truly finished and it's a saying the games industry has taken to heart in recent times. |
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