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Battle of the Atlantic: Ships Against Submarines!

[previewyoutube][/previewyoutube]

It’s currently the height of World War II. Battles are raging on all fronts, including the Atlantic Ocean, where the most critical supply routes cross.

Welcome to the Battle of the Atlantic event, which pits two teams of players against each other in asymmetrical ship and submarine combat!

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When: From November 3rd (11:00 GMT) until November 13th (11:00 GMT)
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Earn points in the special mission, unlock stages and receive prizes!

[h2]The prizes[/h2]
Check out the following prizes!








“Rat” decal

“Bull Scapa-Flow” decal

“Laughing Swordfish” decal








“Carley float” fleet decoration

“Emergency Buoy” fleet decoration

“Submarine Captain” profile icon

“Battle of the Atlantic” loading screen

[h2]How to get these prizes[/h2]
Each stage is unlocked by completing two tasks: 1500 mission points for the USA and 1500 mission points for Germany.


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Stages change every two days at 11:00 GMT: November 5th, 7th, 9th, 11th.
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Prizes are given for a specific number of completed stages:

For 1 stage: Random decal.
For 2 stages: “Carley float” fleet decoration.
For 3 steps: Random decal.
For 4 stages: “Emergency Buoy” fleet decoration.
For 5 stages: “Laughing Swordfish” decal, “Submarine Captain” profile icon and “Battle of the Atlantic” loading screen.

For those of you who complete 5 stages, you’ll be able to continue using the “Battle of the Atlantic” loading screen in the loading screen filter after the event ends!

  • You can track the progress of completing tasks by clicking on “Nickname → Achievements → Battle of the Atlantic.”
  • If you did not manage to complete a stage on time, until November 16th in the achievements window, you’ll be able to purchase stages using Golden Eagles and receive the corresponding prizes.


[h3]Attacking[/h3]


The attacking team uses the customized German Type VII Submarine, which is armed with 10 torpedoes in bow tubes, and 11 mines launched from stern torpedo tubes! In addition to this, two twin 20 mm cannons and one 37 mm cannon. Submarines are unreachable for depth charges and detection at great depths. On the surface, they’ll have great visibility range and can move faster, but here they’ll be highly vulnerable and easily detected by the enemy.

For a submarine to attack, it’ll need to be on the surface or at the depth of its periscope. Look for targets through binoculars or with the periscope and identify — keep your crosshairs on the ship, as this will allow you to calculate the lead for attack. You can also launch torpedoes, which is possible at a depth of up to 20 meters as well as contact mines down to a depth of 60 meters!



There are three types of views available for submarines. You can use the third-person camera at any depth, however it will not allow you to begin calculating torpedo fire. When you submerge to a depth of 7 meters, you’ll be able to raise the periscope and observe the surface through it. If a submarine is in motion and you have your periscope raised, it’ll be easier to spot due to foamy water forming. The periscope is not too high above the surface of the water, but is still safer than binoculars that can only be used on the surface. However, binoculars have the best zoom and highest vantage point, so choose wisely!

Remember to keep in mind the noise level emitted by your submarine! The higher the speed, the higher the noise level. A stationary submarine can only be detected when in close proximity, while a submarine at a depth below 60 meters cannot be detected at all!

Therefore when playing in your submarine, make sure to find the right balance between safety, speed and precision in attacks.

[h3]Defending[/h3]


In this event, the convoy is defended by US ships, specifically the USS Tacoma frigate and the USS Fletcher destroyer. Both can respawn at dynamic points around the convoy cargo ships and use any method available — depth charges, guns, torpedoes and good old ramming speed to defend against the attacking wolfpack. Having accumulated the required amount of spawn points, defenders can fly out in an anti-submarine aircraft to help defeat submarines from the air too!



Defenders can detect enemy submarines both visually, for example at longer ranges if it’s on the surface, or if it has its periscope raised as well as with the help of special equipment. Using a hydrophone will allow you to obtain the bearing and approximate distance to a submarine based on sound, but not depth. The faster the enemy submarine’s speed is, the greater distance at which it can be detected. At a short distance around the ship, sonar works — it can detect a submarine at depths down to 60 meters and will show you its silhouette!

[h3]Good luck and have fun in this challenging naval battle![/h3]

Battle of the Atlantic Teaser!

[previewyoutube][/previewyoutube]

Welcome to the upcoming Battle of the Atlantic event, which pits two teams of players against each other in asymmetrical ship and submarine combat!

ALARM! Periscope up, load tubes 1 and 2 and prepare for attack!

The full details surrounding this event will be revealed tomorrow!

Update 2.31.0.21



[h2]Ground vehicles[/h2]
  • A bug that caused IR spotlights to not work in random battles has been fixed (Report).

[h2]Aircraft[/h2]
  • F-111A — a bug that caused the reticle to get stuck in the top left of the HUD when turning on CCRP and bomb mode has been fixed. (Report)
  • A bug that prevented the AH-129D and Tiger HAD Block II from participating in [PvE] Helicopter Battles has been fixed.
  • AH-129D — the position of the targeting point camera has been fixed.
  • MH-60L DAP — third person camera has been moved back.

[h2]Naval[/h2]
  • GIS 811, PT-15, MTB Vosper, MTB Vosper(2), SGB Grey Fox, D-3 — a bug that caused torpedoes to display incorrectly has been fixed.

[h2]Interface[/h2]
  • A bug that caused the mirroring of decals to not work correctly has been fixed.
  • A bug that caused the cursor to move to the right of the window when rotating or changing the size of a decal with console gamepads has been fixed.
  • A bug that caused the -50% tag on Backups and Talismans in the modification window to be cut off has been fixed.
  • A bug that caused the skill bonus Level icon to show for players that were below the Level 1 requirement has been fixed.
  • A bug that caused a blank Multifunction Menu on consoles has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.

Following the Roadmap: Skill Bonuses in RP & Selectable Night Battles!

We’re continuing to follow the Roadmap that we released in June. Skill bonuses in RP have arrived in the “Kings of Battle” major update, and optional night battles and their rewards will be enabled soon in a future small update, which we’ll announce. Today, we’d like to explain the details surrounding these two mechanics. We fully appreciate the patience that you’ve had while waiting for these as well as the feedback you left. Let’s dive into the details.

Bonus Research Points for your skill!




What is counted as “skill” in War Thunder can be looked at differently depending on the player. It might mean the number of kills, assists and capture points you get, the total points earned in battle, or your map knowledge and the way you position yourself to lock down enemy positions.

As War Thunder is primarily a PvP focused game and getting kills is the ultimate goal to win battles, skill bonuses in the form of Research Points will be given based on the number of kills against players or system named bots that you get. The only exception is Naval Battles, where the amount of damage dealt is counted rather than the number of kills.

[h3]Welcome to the new 3-tier Bonus Level system[/h3]



We’ve created a system that will reward those of you who get a specific number of kills, where you’ll be put into one of three levels. These are Level I, Level II and Level III, which we touched on back in June.

Finishing a battle in one of these levels will give you a bonus amount of Research Points in the form of a percentage that multiplies the base amount of RP you earned in that battle (the base excludes RP earned from boosters, premium accounts and talismans). That bonus amount is then added to the total sum.

How will you know when you’ve got into a bonus RP level? The icons in the table below will be displayed on the scoreboard in a separate column and in addition, any other player who has entered into one of these levels. Any number of players in the battle can get into a Level if they meet the kill criteria.

Gamemodes will have Level I, II and III bonuses, but each gamemode is slightly different in terms of the bonus percentage amount as well as the amount of kills needed to get into each level. All of the numbers and details for each mode are in the Major Changelog.

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Click here to see the Major Changelog
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Ground Realistic Battles:



Level I

Level II

Level III








Get 3 to 5 kills.

Get 6 to 8 kills.

Get 9+ kills.



15% Bonus RP*

50% Bonus RP*

100% Bonus RP*

*Multiplies from base RP earned in battle.

When the battle finishes, you’ll be able to see how much Research Point bonus you got in the battle results window. The Level you earned in battle will also be shown in the battle results window!

[h3]A real use-case scenario [/h3]
If you get into Level I, II or III, the bonus amount of RP will be applied to your base RP earned in the battle, before any booster RP, premium accounts and talismans. Here’s an example scenario.

For Ground Realistic Battles (GRB):
  • You’re playing in GRB. For this game mode, Level I has a 15% RP bonus, Level II has a 50% bonus, and Level III a whopping 100% bonus.
  • To get into Level I, you’ll need 3-5 kills, Level II: 6-8 kills, and Level III: 9 kills or more.
  • You get 6 kills which means you get Level II. Nice! You’ll therefore have received a 50% RP bonus.
  • Let's say you earned 3,199 base RP in this battle, boosters also brought you an additional 640 RP. So the final reward would be 3,839 RP.
  • But you received a skill bonus, which is 3,199*50%=1,600 additional RP. So your 3,839 RP turns into 5,439 RP for the battle: 3,199 base RP + 640 RP from boosters + 1,600 RP for your skill!


There we go, a nice transparent and beneficial indicator of how you are doing as a player! If you have any further questions about how this works, feel free to ask in the comments.

Welcome to selectable Night Battles for Ground Realistic Battles!




You are now able to select Night Battles from the gamemodes screen! As default, night battles are turned off for everybody, so if you would like to play in them you’ll have to turn it on. You can do this by clicking on the icon that looks like a half Moon next to the map filter icon.

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Please note: This feature has not arrived yet, but will be released soon in a minor update. We’ll announce this in an update note in the near future.
[/h3]

We’re sticking with our proposed design in terms of queueing. When enabled, you’ll be put into two queues: one for daytime and one for night battles, where you’ll have the chance to get into both. This means that even with night battles turned on, you’re not guaranteed to get into one.

[h3]Vehicles that can participate in Night Battles[/h3]

Night Battles will only be available for lineups that have a vehicle with a Battle Rating of 10.0 and above for Ground Realistic Battles (GRB). For example, if you’ve got vehicles below 10.0 Battle Rating in a lineup with a 10.0 vehicle, you’ll still be able to go into a night battle with this lineup.

If you’ve got a vehicle that is capable of participating in a night battle, a “night battles” button will be shown the NVD/Thermal modification for vehicles at 10.0 Battle Rating.

[h3]Indication of the time of day and weather[/h3]
The time of day and weather of your battle will be displayed in the spawn window and when opening the scoreboard next to the mission name. This is so you’ll be able to know if you’re in a night battle or if it’s just early evening.

[h3]What we’re planning for NVD modifications[/h3]
In a future update, we’re planning to make some changes to how night vision and thermal modifications work. All tanks that can use night vision will now have NVD by default — you won’t need to research any modification to get initial night vision. If a tank has thermal and at the same time night vision as well, you’ll have night vision as default, but you’ll need to research the thermal modification to be able to use thermal. We’ll announce these changes in a regular small Update in the future.

[h3]Rewards for playing in Night Battles[/h3]
As mentioned in our proposed night battles design, night battles will have several night-themed cosmetic rewards. Rewards for night battles can be found in the same area where you enable night battles.

You’ll need to have night battles enabled as well as play in night battles to start earning these rewards. When completing a certain amount of mission score, you’ll be able to progress through levels to reach the top. Take a look at the rewards below!








“Club Night Battles” decoration

“Modern helmet with NVG” decoration

“Emblem of 415th Special Operations Squadron” decal





  • Prowler in the Night
  • Warrior of the Night
  • Lord of the Night



“Night Hunter” profile icon

“Special Forces Soldier” profile icon

Titles



Loading Screen

Other Roadmap changes

The Severe Damage mechanic that we announced previously is still under development — thank you for taking the time to leave your feedback on this! We’ll let you know in a separate news post in the future when it’s ready.

In regards to Research Bonuses for new nations from the Roadmap. The changes in progression have a noticeable delayed effect, so at the moment we’re wary of introducing bonuses for nations. We expect mid and long-term results after changing the research trees, reducing RP in vehicle groups and skill bonuses. We’ll keep you updated in the future.

That’s all for now! Please continue to leave your feedback and comments: be it either on our official forums, social media, on Steam, Reddit, as well as other platforms that we read. And remember, let us know your feedback about these proposed design changes. See you soon!

Update 2.31.0.15



  • On vehicles that have NVDs at night, 3rd person night vision mode is now turned on automatically when spawning in.
  • In the respawn and scoreboard window, information about the time of day and weather conditions of the current battle has been added.
  • In the aviation crew window (under the “Logistical services” tab, in the “Reload Speed” skill), extended information about the reload speed of each individual gun of the selected vehicle’s armament has been added.

[h2]Ground vehicles[/h2]
  • Leopard 40/70 — a bug with the gunner’s sight magnification being too high has been fixed.
  • AMX-10P — a bug that caused scouting functionality not to work has been fixed.

[h2]Aircraft[/h2]
  • MiG-21 (all variants) — the possibility to separately launch the S-24 rockets has been removed. Sources: “Aircraft MiG-21F-13 Technical Description. Book II. Armament. 1963”, “Aircraft MiG-21PFM Operating Instructions No. GK-194. Book II. Operation of armament. 1968” and “Aircraft MiG-21Bis Pilot’s Flight Operating Instructions”.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.