1. World of Warships
  2. News

World of Warships News

Update 0.10.5: The Grand Battle


Please note that the servers will be temporarily unavailable due to the release of an update. The schedule is available below.
Maintenance times are tentative and subject to change. Please accept our apologies for any inconveniences.

17.06.2021 05:00—08:00 UTC+8

2021-06-16 21:00—23:59 UTC

16.06.2021 05:00—10:00 MSK (UTC+3)

2021-06-16 02:00—07:00 UTC

17.06.2021 07:00—10:00 CEST (UTC+2)

2021-06-17 05:00—08:00 UTC

16.06.2021 03:00 AM—06:00 AM PT (UTC–7)

2021-06-16 10:00—13:00 UTC

The new update will go live some time after it's been downloaded because the client and server sides are updated separately. While the client begins to update immediately, it takes time for the servers to be updated across all regions.

If there are problems with downloading or launching the update—please perform files integrity check.
steam://validate/552990

Subtitles can be enabled in the video player separately.
[previewyoutube][/previewyoutube]
  • A new branch of German destroyers is now live and ready to be researched!
  • Prepare to fight in the Grand Battle—a new temporary battle type that sets super battleships on their path to dominating our seas! You'll also get to try out the new "adjustment firing" game mechanic when you head into battle at the helms of these vast floating fortresses.
  • The rocket-launching mechanics of all attack aircraft have evolved.
  • Damage can no longer be inflicted to allied ships! Rest assured, your ships are now safe (when it comes to friendly fire from your allies, at least)! Reckless teammates can no longer damage or destroy you.
  • Recruitment Points are being reworked and will re-emerge as a more versatile resource named "Community Tokens."
  • Prepare your bids for a new auction dedicated to the U.S. Independence Day, and get ready for some combat mission groups that offer VII Colorado, clad in her Independence Day permanent camouflage, as the ultimate reward!
    Read the whole article carefully to spot and claim a gift! Share the article with your friends and Clanmates so they can also claim gifts, and make sure to dive in to get all the update info yourself!

[h2]
German Destroyers
[/h2]


    When Update 0.10.5 goes live, German destroyers VII Z-31, VIII Gustav-Julius Maerker, IX Felix Schultz, and X Elbing will join our ranks as researchable ships.


[h2]Features of the branch[/h2]
  • Accurate 150 mm main battery guns—a large caliber for destroyers.
  • Powerful AP shells with good penetration and damage-dealing characteristics, as well as enhanced ricochet angles. Deploy them in battle to bring the pain to cruisers!
  • Their solid HP pools and decent armor protection can shield them from the HE shells of most destroyers (unless an enemy Commander has mastered the Inertia Fuse for HE Shells skill). Combined with their effective artillery, this results in special gameplay for the new German destroyers. They are essentially agile ships that primarily focus on lone targets—light cruisers especially.
  • Due to the low damage-per-minute stats of their HE shells and the destroyers' high detectability, these new ships aren't cut out for fighting for control of Key Areas.
  • The Smoke Generator consumable boosts their already good survivability even further. Starting from Tier IX, German destroyers come equipped with the Defensive AA Fire consumable—a valuable asset that will allow you to counter hostile aircraft with greater confidence.
  • Torpedoes with a standard reload time for most destroyers, good damage, and an excellent reach, but also a rather low speed.

[expand] [/expand]
[h2]
Grand Battle
[/h2]


Update 0.10.5 brings a new temporary battle type—the Grand Battle. Its main feature comes in the form of super battleships. The destruction of legendary battleship Yamato by aircraft carriers presaged the domination of deck aviation in naval warfare. Super battleships are the ships that might have existed if shipbuilding had moved toward the development of main batteries as the primary decisive factor of battle.

Two super battleships will be available to you in the Grand Battle:
  • Satsuma is a project based on X Yamato with reinforced primary armament—510 mm guns in four twin-gun turrets.
  • Hannover is a Project "H-42" design with 483 mm guns placed in four twin-gun turrets and her secondary battery replaced with 128 mm dual-purpose artillery.
    More details about the Grand Battle's rules and rewards will come in a dedicated article on our website. Stay tuned!


[h2]
U.S. Independence Day
[/h2]


In celebration of the American Independence Day, the game will feature a set of dedicated combat mission groups and a new auction.

[h2]Summer Battles[/h2]
Update 0.10.5 unlocks access to four themed combat mission groups called "Summer Battles." Completing them will bring you Dazzling and "Stars 'n' Stripes" expendable camouflages, as well as signal flags. Once you're done with the third group, you'll get VII Colorado, a Port slot, and a 6-skill-point Commander. The fourth group will bring you the Independence Day permanent camouflage for Colorado.
    If VII Colorado is already berthed in your Port, you'll receive 9,000,000 Credits as compensation. Detailed information on the mission completion criteria can be found in the game client.


[h2]Independence Day auction[/h2]
[h3][h3]Auction: key rules[/h3][/h3]
  • Each auction consists of the following stages:
    • An auction lot is announced with details of its starting price and the number of possible bid winners.
    • The auction begins and bids can be placed.
    • The results of the auction are summed up; bids are no longer accepted.
    • The auction winners receive their rewards, while the other Auction participants receive their bids back.
  • You can change your bid amount at any time, as long as bidding for that lot is still available.
  • The number of lots is limited. The highest bids win.
  • Players will only be notified about the starting bid for a lot and the number of possible winners.
  • Depending on the lot, you can use various in-game resources for your bid.
  • Once the results are calculated, the highest bids win. If there are several bids of the same amount, the earliest-placed bid wins. In this situation, the time when the bid was last changed is taken into account.
  • It's a risk-free adventure! Any bids that don't win will be returned to the bidders when the auction closes.
Starts: Fri. 02 Jul. 14:00 CEST (UTC+2) Ends: Mon. 05 Jul. 14:00 CEST (UTC+2)

[h3]Lots[/h3]
  • U.S. Commander Theodor "Trouble" Murphy with 14 skill points, plus 20 Rising camouflages
  • Sharks permanent camouflage for X Worcester
  • Eagles permanent camouflage for X Worcester
  • 100,000 Coal
  • X Somers commemorative flag

Auctions are cross-server—players on all World of Warships regions (CIS, EU, NA, and ASIA) compete with each other for the same lots, so the final number of winners is shared between the four servers.

    We'll share more details on the starting bids and numbers of winners closer to the starting date of the auction. Stay tuned for more news on our website!


[h2]
Changes to the Game Mechanics
[/h2]


[h2]Friendly fire is now disabled[/h2]
In Update 0.10.5, we're disabling the ability to cause damage to allies (friendly fire) in all battle types. This change will have a positive effect on gameplay—your teammates will no longer be able to damage or destroy your ship.

[h3]Main changes[/h3]
  • You can no longer damage or destroy allied ships, disable their modules, or cause detonation Ramming won't cause any damage to allied ships either.
  • At the same time, all armament types can still hit allied ships. This means that you still won't be able to launch torpedoes at an enemy through an allied ship.
  • Camera effects that indicate incoming damage won't be active for a ship that gets hit by allied shells or torpedoes.
  • The warning about incoming allied torpedoes has also been removed, as they can no longer inflict damage.

[h3]Friendly fire penalty[/h3]
While it's now impossible to damage allied ships, friendly fire is still tracked by the unsporting conduct penalty system. Any players who fire at teammates deliberately can expect to be penalized. This kind of behavior interferes with other Captains' experience of the game and doesn't contribute toward the success of the team.
  • A warning for unsporting conduct will now be issued for a certain number of hits on allied ships in one battle:
    • 40 hits or more on one ally.
    • 50 hits or more on several allies.
    • Hits on allied ships with any armament type, except for secondary battery hits, are counted.
  • If you receive a warning in a battle, any Credits or XP earned in that battle will be forfeit as a penalty. However, provided that you don't break the rules in your next battles, any resources you earn in those battles will be credited to you as usual.
  • An issued warning also triggers a friendly fire penalty. Damage will be inflicted to the perpetrator's ship each time they open fire at allies. The exact amount of inflicted damage depends on the perpetrator's current HP and grows with each new hit on an allied ship.
    More details about the unsporting conduct penalty system will be available in a dedicated article.


[h2]Attack aircraft: evolved mechanics[/h2]
We've reworked the rocket-launching mechanics for attack aircraft in Update 0.10.5.
  • These planes will now fire small-caliber machine guns prior to firing rockets, and the duration of an attack run is now longer.
  • The machine guns don't inflict damage to ships—their function is to show the exact spot where the rockets are going to hit.
  • Once the machine guns open fire, you won't be able to adjust the flight path of your attack aircraft. However, your attack aircraft also become immune to AA fire at that point.
  • Apart from the rocket-launching mechanics, we've also changed the aiming settings, the time it takes to prepare for an attack run, and other attack aircraft characteristics. The attack aircraft of VIII Saipan, VIII Sanzang, VIII Lexington (F4U-1D Corsair Tiny Tim), X Midway (F8F Bearcat Tiny Tim), VIII Graf Zeppelin, and VIII Graf Zeppelin B will now climb high at the start of an attack run.

Information about rocket hit zones, together with the prolonged attack time and fixed aiming reticle position, will allow Captains of agile ships—destroyers, primarily—to reduce the chances of taking rocket damage by making evasive maneuvers.
    The evolved rocket-launching mechanics are being applied to the attack aircraft of all carriers.

[h2]
Community Tokens
[/h2]


Recruitment Points are getting updated with the release of Update 0.10.5. They will become a more versatile resource that can be earned by participating in various activities and exchanged for various rewards.
  • Recruitment Points have been renamed Community Tokens.
  • These Tokens can also be earned outside of the Recruiting Station program. Watch official World of Warships streams and participate in Public Tests, as well as regional and global activities, to earn more Community Tokens, then spend them on some awesome rewards!
  • The following rewards will be added to the special category of the Armory: III Katori, Premium Ship V and Premium Ship VII containers, permanent and expendable camouflages, commemorative flags, and much more!

[h2]
Interface Changes
[/h2]


The display of upgrades in the Equipment tab has been updated.
  • A full list of available upgrades, including special and legendary ones, is now shown in each slot.
  • While browsing the Equipment tab of the Port, you can now click through to purchase special or unique upgrades from the Armory.
  • A button that will take you back to the Equipment tab has been added to the purchase status pop-up window.
  • Upgrade sorting has been updated: regular upgrades are displayed first, then special and legendary upgrades.

Changed the animation and display of how ribbons and achievements are received in battle. Changed the size of icons of earned achievements. They are now displayed separately from ribbons in the top-right corner.

[h2]
Daily Shipments
[/h2]


New daily rewards will become available to you from July 1.

This section is available in the player menu of the Port and includes 24 rewards that are refreshed on a monthly basis. If you succeed in collecting all 24 rewards before the end of the month, you can receive an additional reward of 750 Free XP for each subsequent day that you enter the game until the end of the month. If you don't click the "Collect Reward" button, the reward is collected automatically at the start of a new 24-hour period.

[h2]
Armory
[/h2]


The following new ships will become available with the release of the update:
  • X Druid is a destroyer armed with four dual-purpose 127 mm guns placed in two turrets on the ship's bow. They fire only AP shells with improved ricochet angles and a reduced arming threshold, so you can expect fewer overpenetrations and ricochets. While she lacks torpedoes, Druid has a wide choice of consumables at her disposal: Hydroacoustic Search, Short-Burst Smoke Generator, and Repair Party. The ship will be available in the Research Bureau for 56,000 Research Points.
  • VIII Tone is a heavy cruiser armed with eight accurate 203 mm guns that are housed in four turrets situated on the ship's bow. She participated in key battles of World War II—the Battle of Midway and the Battle of Leyte Gulf. This fast ship has decent armor and good concealment. Tone also carries a squadron of four torpedo bombers with low detectability. Each bomber is armed with two torpedoes. The ship will be available for 11,300 Doubloons.

Unique historical Commander Jerzy Świrski is now available for 175,000 Coal.
VI Gallant is now available in exchange for 48,000 Coal.

We've added the Red Fox permanent camouflage for X Plymouth—it's available for 10 Ranked Tokens.
    With the release of Update 0.10.5, German Tokens will be converted into Credits at the rate of 1:2,100.


[h2]
Content Additions and Changes
[/h2]


Added the Independence Day permanent camouflage for VIII Constellation and Maple Leaf permanent camouflage for VII Yukon.
    When Update 0.10.5 goes live, VI Erich Loewenhardt, VII Nelson, VI T-61, VII Haida, VII Z-39, VIII Asashio, VI Admiral Graf Spee, and VIII Lenin will cease to be available. The ships will be taken out of the game due to a combination of their popularity and combat efficiency. To maintain the proper level of ship diversity within teams, these ships will cease to be available to obtain for an indefinite period of time, but they may return in future.


The following changes were made to the Tech Tree tab.
  • The following ships were removed from the Tech Trees of their nations: VII Duca degli Abruzzi and VIII Mainz.
  • The following ships were added to the Tech Trees of their nations: VIII Pyotr Bagration, VIII Tirpitz and VII München.
VIII Mainz and VII Duca degli Abruzzi are still available for purchase in the Armory.

A new nation—the Netherlands—has been added. Following the addition of the new nation, IX Friesland, which was historically a ship that belonged to the Royal Netherlands Navy, will still be a ship of the European nation. However, she'll be removed from the Tech Tree and won't be available to research when Update 0.10.6 is released. In Update 0.10.7 she'll be replaced with Groningen, which is identical to Friesland. She'll be available for 1,000,000 Free XP.

[h2]
Other Changes and Improvements
[/h2]


[h2]Changes to the "Naval Battle" competition[/h2]
Added the possibility to earn an additional attempt during the Engagement stage, depending on when the stage began and the number of attempts used.
  • 24 hours after the start of the Naval Battle: one additional attempt for each five used.
  • 48 hours after the start of the Naval Battle: one additional attempt for each four used.

Information on how to earn additional attempts will be shown in the tooltip next to the current number of attempts.

[h2]Game balance changes[/h2]
We've made some changes to the parameters of certain ships based on our analysis of their battle efficiency and player feedback. These changes were required in order to carefully adjust the balance of selected warships. Further changes may follow in future updates, should they be required.

[h3]Japanese Tier VII battleship Hyūga:[/h3]
  • Main battery reload time increased from 28 to 29 s.

[h3]U.S. Tier VII cruiser Flint:[/h3]
  • Main battery base firing range increased from 11.9 to 12.4 km.

[h3]Italian Tier X battleship Cristoforo Colombo:[/h3]
  • Main battery reload time reduced from 38 to 37 s.
  • Main battery gun 180-degree traverse time reduced from 40 to 38.2 s.

[h2]Other changes[/h2]
  • Added the roar sounds of Godzilla and Kong to "National voiceover +" and to quick commands received from allies. Increased the roar volume of Godzilla and Kong.
  • Added ambient sounds for islands and cities.
  • Increased the catapult rotation speed that occurs on all ships when the Catapult Fighter takes off or when Spotting Aircraft is activated.
  • The Junior Shipbuilder, Senior Shipbuilder, Shipbuilding Inspector, and Chief Shipbuilding Inspector achievements are now displayed in the "Achievements" section when the player earns Research Points for the first time.
  • The achievements for Ranked and Clan Battles are now shown in the "Achievements" section, regardless of whether they've been earned or not.
  • Fixed the armor of VII Mahan's fore-end athwartship, as well as the superstructure near her conning tower.
  • Fixed an error that caused ships that were far away from islands to run aground or collide with underwater obstacles on certain maps.
  • Fixed an error that prevented loaded main battery guns from firing in some cases.
  • Fixed an error that caused the gun accuracy of VIII Vittorio Veneto's stock and researchable hulls to be different.
  • Fixed an error that caused the main battery reload time to be displayed incorrectly when the Gun Feeder or Adrenaline Rush skills had been mastered.
  • Other improvements and changes. For a complete list, please refer to Player Support.
    Thank you for being an attentive reader! Click "Collect Your Gift" to claim
[h3]Asia[/h3]
[h3]CIS(Ru)[/h3]
[h3]EU[/h3]
[h3]NA[/h3]
The reward can be claimed before: Sun. 04 Jul. 15:00 CEST (UTC+2)

Combat Discipline: Disabling Friendly Fire

"Green ships are on our side. Don't fire at them." This joke from our tutorial video might actually be really useful advice for some of our players.

It's highly likely that you've been hit by a friendly torpedo at least once or that you've witnessed an ally being idle in a battle. This kind of behavior from team members can affect how much you enjoy the game and spoil the fun. To bring the number of cases like this down, we have an unsportsmanlike conduct prevention system in place.

    Starting with Update 0.10.5, you won't be able to inflict damage to allied ships. Here's a breakdown of the changes and a reminder about other existing rules.

[h2]How Does the System Work?[/h2]
If a player "sleeps," fires at allies, or leaves a battle prematurely:
  • They see a warning describing their infraction.
  • Their nickname turns pink.

To remove the warning, they will need to play several battles without breaking the rules.

If a player continues to violate the rules after receiving a warning, they will be confined to Co-op, Clan, and Training Battles for some time. Their nickname will turn orange, but only in the Port—it will still be pink in battles.

    To lift the punishment, they will need to play several Co-op Battles and observe the rules. More violations means more Co-op Battles.

The number of battles that need to be fought to lift the punishment is displayed in a special pop-up window in the Port.

You can still participate in Clan Battles with this status. The Clan leader can decide whether such a player should participate in battles.

[h2]Unsportsmanlike Conduct[/h2]
[h2]Firing at Allies[/h2]
Starting with Update 0.10.5, we're disabling allied damage in all battle types. This change will have a positive impact on gameplay—players will no longer be able to damage or destroy allied ships.

[h3]Main changes[/h3]
  • You can no longer damage or destroy allied ships, disable their modules, or cause detonation. Ramming won't cause any damage to allied ships either.
  • At the same time, allied ships still present an obstacle for shells, torpedoes, and other weapon types.
  • The warning about approaching allied torpedoes has been removed.

Even though you can no longer damage allied ships, hits on them are still registered by the unsportsmanlike conduct prevention system. This will allow us to punish any players who fire at teammates on purpose. This kind of behavior interferes with other Captains' experience of the game and doesn't contribute to a team's success.
  • After a player hits an ally with any armament type except for secondary battery shells, they will be warned that they need to stop firing at allied ships.
  • If the player continues to fire at allies and scores 40 hits on the same ship or 50 hits on different ships in a single battle, they will be issued a warning. Their nickname will turn pink.
  • The player who receives a warning won't earn any XP or Credits in that battle.
  • When a warning is issued to a player, friendly fire penalty is applied. The perpetrator receives damage in response for landing further hits on allies. The amount of damage inflicted by the friendly fire penalty depends on the perpetrator's current HP and grows with each new hit on an allied ship.
  • The troublemaker will earn XP and Credits as usual in the battles that follow, provided that they don't break the rules again. If they continue to break the rules, they will be restricted from entering any battle types except for Co-op, Clan, and Training Battles, and their nickname will turn orange in their Port.

[h2]Inactivity in Battle[/h2]
If a player is inactive in a battle, they also receive a punishment. To avoid punishment, players need to meet at least one of the criteria listed below.

[h3]Activity indicators for cruisers, destroyers, and battleships[/h3]
  • Travel some distance. An inactive ship being pushed by another ship is not counted as the action of traveling.
  • Participate in the capture or defense of Key Areas.
  • Damage enemy ships with any weapons except for secondary battery guns. Ramming damage is not taken into account.

[h3]Activity indicators for aircraft carriers[/h3]
  • Damage enemy ships with any weapons except for secondary battery guns. Ramming damage is not taken into account.
  • Destroy enemy planes or lose your own planes.

[h2]Exiting a Battle Prematurely[/h2]
If a player actively participated in a battle for less than 75% of its duration (due to quitting the battle or a technical issue), they're considered to have exited the battle prematurely. For example, a player fights in a battle for 7.5 minutes and leaves the battle before it finishes, and their ship is still afloat. If this battle lasts longer than 10 minutes, the player will be issued an appropriate warning or potentially be given a stricter punishment if they already have other violations.

    Unfortunately, no one is safe from a sudden disconnection from the server or unforeseen situations in life. If a player doesn't break the rules regularly, the probability of receiving the "orange" status and restrictions on battle types is insignificant.

The system is more forgiving to those who have to leave their post at the helm due to unforeseen situations. However, it will severely punish those who break the rules multiple times on purpose. Thanks to the unsportsmanlike conduct prevention system, battles in World of Warships will become more comfortable for all players who observe the rules and strive to win.

Respect other players and their time! Good luck in battle, Captains!

How It Works: Economics – XP and Credits

Learn how to play smart and earn more XP and Credits in battle!

What actions maximize XP and Credit income? What’s potential damage and how does it affect your earnings? Are some ship types more lucrative than others?

To find out the answers and arm yourself with useful knowledge, watch the new episode of the most helpful series on our channel!
[previewyoutube][/previewyoutube]
    Enjoyed the video? Subscribe to our channel to stay tuned for new episodes!
Subscribe to channel

Submarine Testing

Submarines have come a long way: they were announced in the summer of 2019; went through three testing phases; lived as the Submarine Battles temporary mode on the main server; and then tested again on a separate server in October 2020.

During this time, we've gathered a lot of feedback and statistics. We used it to make some changes for a new beta test:
  • Updated diving controls, torpedo settings, and sonar ping mechanics
  • Added skills and upgrades
  • Replaced the battery charge with dive capacity
  • Made many other improvements
    We invite you to participate in a new test stage and try not only Tier VI submarines but Tier X as well.

[h2]
How to Participate
[/h2]
You can install the client right now. Your live server account details will be used to enter the test. All players are welcome to join the test.

[h3]Test client installation[/h3]
https://steamcommunity.com/games/552990/announcements/detail/4174225702959905780
  1. Complete your Steam WoWS account — meaning you need to have a linked email-address and password. You can do it from inside the game or logging into https://wargaming.net/personal using Steam account.
  2. Install Wargaming Game Center
  3. Log into WGC using that email and password, also make sure to select correct server/region (EU/Asia/NA/CIS) from the dropdown menu.
  4. In Wargaming Game Center, navigate to the World of Warships tab.
  5. Open the "Game Settings" menu and select "Install additional game instance."
  6. Select World of Warships TST in the upper-left corner of the screen that appears and start the installation process by selecting the installation folder.

[h2]
Testing Period and Conditions
[/h2] Testing starts: Thu. 10 Jun. 15:00 CEST (UTC+2) Testing ends: Tue. 15 Jun. 22:00 CEST (UTC+2)

    Prime Times: 13:00 to 20:00 UTC and 01:00 to 04:00 UTC


The server will be available during the Prime Time only. This way, we can get the maximum number of real players together at one time to reduce the number of bots in battles.

Only Random Battles will be available, playing Tier VI and X ships. If necessary, team lineups can be completed with bots. This will reduce the time spent in queues for battles if there aren't enough players on the server to match a real-players-only battle.

When testing starts, all Tier VI researchable ships and a container will be credited to your account that has a certain chance of dropping one random Tier VI submarine. If you don't receive a submarine, earn 4,000 Base XP to obtain two Tier VI submarines.
The Tier VI ships will be removed: Sat. 12 Jun. 15:00 CEST (UTC+2)

When the Tier VI ships are removed, all Tier X researchable ships and a container will be credited to your account that has a certain chance of dropping one random Tier X submarine. You're guaranteed to obtain Tier X submarines by completing a combat mission chain:
  • Earn 4,000 Base XP.
    Reward: a container that has a certain chance of dropping one random Tier X submarine.
  • Earn 4,000 Base XP.
    Reward: two Tier X submarines.

A combat mission is available for each ship type, except submarines: earn 8,000 base XP.
Reward: three special signals of each type on the live server. In total, you can receive up to 96 signals.
    Only Russian and English languages are available on the test server.

[h2]
Changes Since Autumn of 2020
[/h2]
In the previous test stages, submarines had a gameplay similar to that of torpedo destroyers. To create a unique gameplay for a new unit type, we've changed the main objective of submarines. Now, the underwater hunters will spend a significant portion of battle fighting against ship types that are equipped to oppose them—destroyers and cruisers.
    Below, you can find a list of changes that might interest you if you followed the submarine development or participated in previous tests. Read on to learn how to play submarines and how to oppose them!

[h3][h3]Major Changes[/h3][/h3]
[h3]Dive Capacity[/h3]
Submarines are very complex machines in real life. When adding them to World of Warships, we consider the fact that they are limited in their actions under water. To better reflect this in the game, we’ve introduced a parameter that takes different systems and resources of a submarine into account—dive capacity. It will replace the battery charge.

The dive capacity has a limited action time—approximately 10 minutes per battle depending on the nation and tier of submarine. This parameter doesn't get restored in battle. An average battle lasts around 15 minutes. If a submarine is active under water, it will have to surface by the end of a battle. If a submarine is discovered under water or at the periscope level, its dive capacity runs out more quickly. This way, ships equipped with Hydroacoustic Search or Surveillance Radar can impact submarine operations without even damaging them.

This change will give other ships the ability to counter submarines even without anti-submarine weapons.

[h3]Depth, concealment, and viewing controls[/h3]
We've combined several mechanics that we had tested before. Now, the submergence depth is not specified in meters, but can be selected from several levels using C and F keys. Apart from that, we've brought back the periscope depth. It allows you to move stealthily at the standard speed but depletes the dive capacity. Moreover, you no longer need consumables to dive to the maximum depth.

A submarine's Detectability Range decreases as she dives deeper in a linear fashion. This will help us avoid situations when a sub dives and instantly disappears from the enemy's viewing range.

It became easier and more convenient to control diving and surfacing, while different submergence levels will have different effects on gameplay.

[h3]Torpedoes and sonar pings[/h3]
Submarines' weapons will become more effective against maneuverable targets and less effective against ships with powerful anti-torpedo defenses:
  • Torpedoes now deal less damage but have an increased chance of critically damaging modules.
  • Torpedoes don't ignore anti-torpedo defenses when the effect of two sonar pings is active.
  • Launching a sonar ping became more convenient and obvious. When aiming a sonar ping, the camera follows the target automatically, just like in the firing mode.
  • Emitting sonar pings increases a submarine's visibility.
  • Torpedo aiming at the targets highlighted by sonar pings has been improved.
  • Now, sonar pings highlight both sides of the ship they hit, and torpedoes continue to follow the target even if it turns the side on which the pings landed away.
  • The captain of the ship highlighted by a sonar ping sees the direction from which a submarine attacks them, similar to the Radio Location skill.
  • Damage Control Party removes the sonar ping effect.

[h3]Hydrophone[/h3]
Surface ships now have new ways of affecting submarine operations due to their limited dive capacity that starts to deplete more quickly once they are discovered under water. For this reason, we have removed the Hydrophone from the game.

[h3]Other Changes[/h3]
  • We've added upgrades, Commander skills, and new consumables for submarines. You can view them in the game client. When submarines are added to the main server, you'll be able to reset Commander skills for free.
  • A part of existing skills for destroyers, cruisers, and battleships will receive additional effects to counter submarines.
  • Submarines' secondary batteries fire semi-armor-piercing shells.
  • We've updated ribbons, achievements, mission requirements, upgrades and consumables functioning, and settings for maps and modes.
  • We've updated the underwater world for most maps—the seabed relief and underwater parts of islands. This will help you to take your bearings in battle better.
  • We've also fixed many errors, enhanced the game client stability, updated effects, and made a multitude of other technical improvements.

[h2]
Playing Submarines
[/h2]
Submarines are fragile and cautious hunters. Their diving depth affects their detectability, viewing range, and interaction possibilities with other submarines and ships. Maneuver, change your diving depth, hide from your enemies, and surprise them with stealth attacks.

Submarines have a small HP pool, so stick to the flanks and attack your opponents while submerged. Change position often, try to enlist the support of your teammates, and dive deeper in of immediate danger.

The main targets for submarines at the beginning and middle of a battle are cruisers and destroyers. These ship types keep submarines in check and keep them from breaking through to sluggish battleships.

[h3]Submarine Controls[/h3]
  • The W, A, S, and D keys control horizontal movement.
  • Press F to ascend.
  • Press C to dive.
  • 1—sonar pings.
  • 2—torpedoes.
  • T—a consumable that emits a wave from the underwater hydrophone. It highlights the underwater topography and displays ships, including those that are located beyond the underwater visibility distance.

[h3]Surfaced and Submerged Submarines[/h3]
Submarines have four submergence levels: surface, periscope depth, operating depth, and maximum depth.

The time that submarines can spend under water per battle is limited by their dive capacity. It can last up to 10 minutes depending on the submarine. If a submarine is discovered at the periscope depth or under water, the dive capacity is consumed more quickly.

When you run out of dive capacity, a submarine will have to surface and won't be able to dive until the end of this battle.

Shells, ship and aerial torpedoes, bombs, and rockets are dangerous for submarines that are on the surface or at the periscope depth.

The deeper submarines dive, the lower their detectability is. Moreover, submerged submarines have lower speed and enemy ships are less visible to them.

Each submergence level needs to be used in a specific situation, considering its penalties and bonuses.
  • The surface level is the riskiest, but you don't spend any dive capacity at it. Capturing Key Areas is only possible in this position.
  • At the periscope depth, submarines can move at the full speed and become less visible. Descend to this level to assume an attack position quickly and without being noticed.
  • At the operating depth, submarines have much lower visibility, but the enemy ships are also harder to detect. This position is the best to attack a target that you have already discovered.
  • In case of immediate danger, dive to the maximum depth—your submarine can't be detected by other ships. This comes at a price—at this level your sub can detect only other submarines at operating and maximum depth that are within your guaranteed acquisition radius.

[h3]Acoustic Homing Torpedoes[/h3]
The main armament carried by submarines is acoustic homing torpedoes. The sonar pings mechanic will help you increase the potential effectiveness of your torpedo salvos. By hitting an enemy ship with a sonar ping you activate acoustic homing on this ship. Torpedoes can ascend from the depths and hit an enemy only with the help of an active effect from a sonar ping.

  • You can launch torpedoes and sonar pings from any depth. When under water, you can launch sonar pings in any direction—even at targets above or below your submarines.
  • Aim for an enemy ship, take a lead on the target, and click the left mouse button.
  • Sonar pings travel much faster at the operating depth. This helps you hit maneuverable targets.
  • Upon hitting a target, part of the hull will be highlighted. The size of the highlighted part depends on the ping's width. Torpedoes will home in on it. The pinged part of the target ship will also be highlighted for the player controlling that ship. Moreover, they will see an indicator showing the approximate direction, from which the ping was launched.
  • A repeat hit to the highlighted part of the hull will make your torpedoes ascend to the optimum depth and deal more damage.
  • The effect of a successful ping hit remains active for up to 35 seconds, depending on the exact submarine. Hitting the highlighted part of a ship with another sonar ping will reset its action time.
  • If a sonar ping hits part of a ship that isn't highlighted, the spot from the previous sonar ping will relocate to the new area and the active effect will continue working. The effect timer won't be updated if the target was under the effect of two sonar ping hits at the same area.

If you attack a ship from afar, keep emitting sonar pings to maintain their effect while your torpedoes are traveling to their target. Remember that guiding your torpedo to its target with the help of sonar pings doesn't guarantee a hit.
  • They lose speed when turning and can’t catch up to a ship that's actively maneuvering.
  • The target knows the approximate direction from which torpedoes approach it.
  • Upon approaching the target to a certain distance, torpedo homing gets disabled, and it will travel straight ahead. If the enemy changes speed or course during this time, your torpedo might miss it.

Launching a sonar ping makes your submarine more visible, consider it if the enemy is nearby.

[h2]
Playing Against Submarines
[/h2]
Many destroyers and some light cruisers carry depth charges that are capable to hit submarines lurking in the depth. Approach the approximate location of the submarine and release your depth charges using the G key.



Some battleships and heavy cruisers can call anti-submarine defense aircraft. You can choose that armament type by pressing 4. The camera rises and the reticle allows you to select an area within a 10 km radius from the ship. Aircraft will arrive and drop depth charges in this area shortly after selecting it.



In addition to depth charges and anti-submarine defense aircraft, high-explosive shells, Surveillance Radar and Hydroacoustic Search will come in handy when fighting against submarines.
  • A submarine on the surface can be hit with shells, ship- and airborne torpedoes, bombs, and rockets, as well as by ramming.
  • High-explosive shells are the most effective shell type to deploy against submarines. They can inflict damage to a submarine even when they don't directly strike one. Falling in a sub's vicinity is enough, thanks to the shell's fragmentation damage area.
  • Depth charges and anti-submarine defense aircraft have several charges that are restored in sequence. This armament can be activated several times in a row.
  • If your ship is hit by sonar ping, the hit part will be highlighted and an indicator will show the direction from which it was launched. This will help you define the location of the submarine that attacks you. Change course constantly to make it more difficult for the enemy to hit you.
  • If you're hit by a sonar ping, you can remove its effect by using the Damage Control Party consumable.
  • Submarine torpedoes have a high probability of damaging ship modules—keep your Damage Control Party at hand.
  • Surveillance Radar detects submarines at the periscope depth; Hydroacoustic Search detects them at the maximum depth. Detection will increase the rate at which the submarine depletes its dive capacity.
  • A submarine can spend only a limited time under water in a battle—it will have to surface sooner or later. If you can detect a submerged submarine, it will consume its dive capacity faster.
Take part in the test and evaluate the submarine improvements for yourself!

Armada: Ise

The first hybrid ship—Ise—has dropped anchor in World of Warships. Prepare for a unique hybrid naval warfare experience!
https://steamcommunity.com/sharedfiles/filedetails/?id=2507093708
[h2]History[/h2]
Ise, the lead ship of her series, was ordered as part of a planned replenishment program for the Japanese Navy under the 1914–1915 budget. It was originally planned for Ise and Hyūga—the latter being the second battleship of this class—to become the third and the fourth Fusō-class battleships. However, their project was reworked and they formed their own separate class. The placement of their central turrets was changed, secondary battery guns with a higher rate of fire were mounted, and their armor protection was also improved.

In November 1916, Ise was launched, and on December 15, 1917 she was equipped. After Ise was put into operation, she became the flagship of the 1st Battleship Division. She received various improvements during her service, and between 1934 and 1937, both ships were modernized. This significantly increased their speed.

In June 1942, Ise, together with other Japanese battleships, took part in the Battle of Midway. After losing four aircraft carriers in that battle, the Imperial Japanese Navy General Staff planned to convert both Ise-class battleships into aircraft carriers. However, full refurbishment would have taken a great deal of time and money. For this reason, the battleship was only partially rebuilt—her aft superstructures were removed and replaced by flight decks. Ise underwent reconstruction from February 23 to October 8, 1943.

In late October 1944, Ise participated in the Battle of Leyte Gulf. Later, Ise and Hyūga were tasked with transporting fuel, rubber, tin, and other materials to Japan. During an American air raid on Kure in 1945, Ise was sunk. A year later, she was raised from the bottom and scrapped.

[h2]Modeling the Ship[/h2]
VI Ise is the first hybrid ship that combines the traits of both the battleship and aircraft carrier ship types. She can attack her enemies both with artillery fire and from the air with the aid of her torpedo bombers.



Main battery: eight 356 mm/45 41st Year Type guns in twin turrets



Dual-purpose battery: sixteen 127 mm/40 Type 89 guns in Model A1 mounts



AA defenses: 93 25 mm/60 Type 96 anti-aircraft guns in triple mounts, 11 similar guns in single mounts, 180 120 mm AA Rocket anti-aircraft guns

[h2]Upgrades[/h2]
  • Main Armaments Modification 1
  • Damage Control System Modification 1
  • Aiming Systems Modification 1
  • Damage Control System Modification 2

[h2]Key Features[/h2]
  • Eight long-range 356 mm guns
  • Torpedo bomber squadron with excellent durability
  • Good armor and a decent HP pool
  • She earns more Credits per battle, while her permanent camouflage adds a 50% XP bonus per battle and reduces the cost of the ship's post-battle service by 10%

[h2]Armory and Premium Shop[/h2]
The Armory and Premium Shop are offering a traditional Admiral Pack, as part of which you’ll get VI Ise with a Port slot, Commander with 10 skill points, a stock of expendable camouflages, Credits, and signals, as well as a commemorative flag and a special combat mission that grants +200% XP per battle.
The bundles will be available for purchase until: Fri. 18 Jun. 07:00 CEST (UTC+2)
    If deemed necessary, balance changes may be applied to VI Ise.