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Big Hunt: The Key to Victory!

Update 0.9.10 delivers a new temporary battle type—Key Battles—to the game. Demonstrate your skills in a futuristic competition by assuming command over a ship that represents one of three corporations!

The event's atmosphere can be felt even before entering the battle in the new themed Port.

Major Things You Should Know ● Tips ● Rewards ● Key Battle Rules ● Ships and Armaments

[previewyoutube][/previewyoutube]
[h2]Major Things You Should Know[/h2]
  • The new battle type pits 16 players against each other and AI-controlled monsters on the gigantic Polygon map.
  • You start out alone, but you can gather a team of up to three ships directly in battle.
  • For destroying monsters and other players, you'll get a temporary resource—Battle Points. Having accumulated a certain number of Battle Points in one battle, you’ll unlock the ability to reinforce your ship directly in that battle. However, upgrading your ship in battle will not actually spend Points—all earned Points will appear in your Port regardless of any upgrades made in battle.
  • The Battle Points you accrue can be exchanged for various rewards in the Armory.
  • As you get closer to the center of the map, you'll find a specially marked monster with a key. After destroying the monster, you'll receive its key. This will allow you to exit the map via the Portal.
  • When all the keys have been used or the Portal is closed, the remaining ships will be transported to a special area—the Octagon. The final battle takes place in a gradually shrinking combat zone. The last surviving ship will also leave the Polygon successfully.
  • Successfully escaping the Polygon will bring you additional Battle Points.
  • Each of the three ships offers a wide variety of modules that can have a significant impact on gameplay.



[h2]Tips[/h2]
  • Try different combinations of modules and armaments—you can assemble a ship that's to your liking. Don't be afraid to experiment—you need to act unpredictably on the Polygon.
  • Destroy the first monsters you encounter and upgrade your ship as quickly as possible. This will give you an advantage in encounters with other players.
  • It's not necessary to immediately attack players—the reward you would receive for attacking them at the beginning of the battle is minimal.
  • As you get closer to the center of the map, the monsters will become more dangerous, but you'll also receive more Battle Points for destroying them.
  • If you don't have enough keys for the entire Division, be prepared for the fact that your new comrades are highly likely to become enemies as you try to head for the Portal.
  • Divisions are also active in the final battle in the Octagon. But the winner will be the last ship afloat.

[h2]Rewards[/h2]
The Battle Points you earn in battle can be exchanged for various rewards in the Armory.

In addition, new Commanders with 10 skill points and bundles with Commanders from the Halloween events of previous years can be obtained in in the Armory in exchange for doubloons.

    Please note: Battle Points can be exchanged for rewards in the Armory only until the end of the Key Battle event. After the end of the event, they will be exchanged for credits at the rate of 1 Battle Point : 75 credits.


[h2]Key Battle Rules[/h2] Starts: Thu. 29 Oct. 06:00 CET (UTC+1) Ends: Thu. 03 Dec. 06:00 CET (UTC+1)
    To access Key Battles, you must have fought at least 21 battles in the available battle types.

Instead of the usual rectangular Minimap, the new battle type features a round one with the player's ship at its center. It displays everything within the spotting range of your ship.

For destroying monsters and other players' ships, you earn a temporary resource—Battle Points. Having accumulated a certain number of Battle Points, you can reinforce your ship directly in battle. To select one of the two improvements, use Ctrl+1 or Ctrl+2. You don't need to spend any Battle Points to make your selection, and because improving your ship won't cost any Points, don't delay installing an upgrade—do it as soon as you can. After the end of the battle, Battle Points can be exchanged for rewards in the Armory.



You can earn additional Battle Points by exiting through the Portal in the center of the map. To do that, you need to destroy one of the special monsters and get a key. The number of available keys is limited. The Portal opens some time after the start of a battle, remains open for a few minutes, and then closes.



After the last key has been used or the Portal has closed, the remaining ships will be transported to a special arena—the Octagon. The final battle takes place in a gradually shrinking combat zone. Ships constantly receive damage when situated outside the boundaries of this zone. The last surviving ship will successfully leave the Polygon and receive additional Points.

Players are not allowed to enter Key Battles in Divisions, but you can assemble a team of up to three ships directly in battle. To invite a player to your team, aim at them and press F. When you receive an invitation, the top of the screen displays who sent the invitation and how to accept or decline it. While you are on the same team, you cannot deal damage to each other, and all Points earned are divided equally.

However, only one player can use one key, which is why you'll face a choice—go all the way with your allies, or turn your guns against them and escape as a lone wolf via the Portal. When you decide to leave the Division of allies, hold Tab and open the Team Members tab. Under this tab, you can view the weapons and consumables of your temporary allies, as well as choose to leave the Division.

    If your ship gets destroyed or you escape through the Portal, you don't need to wait for the end of the battle to enter a new one—your ship will be immediately ready for the next battle.

[h2]Ships and Armaments[/h2]
Three ships in total are available for Key Battles in Update 0.9.10. Each of them offers a wide variety of modules that can have a significant impact on the gameplay and ships' exteriors.



The first ship, Valkyrie, is available immediately with the start of Key Battles.

In addition to the new ships, completing combat missions will also unlock new hull modules, primary and auxiliary armaments, and a special module that changes the ship's consumables. More details are available in the game client.
    Please note: Commander skills, camouflages, and signals are disabled in Key Battles.

[h3]Valkyrie[/h3]
The first available ship is well-suited to trying out the new battle type. Her main armament doesn't differ much from the usual guns, and her stock hull increases the effectiveness of ramming with the ship's bow. For experienced Key Battle players, Valkyrie can offer mortars that deal damage with HE shells, even when landing in the water near the target, as well as a special consumable that provides temporary invulnerability.

[h3]Gale[/h3]
To obtain Gale, you need to complete a special combat mission playing Valkyrie. The mission will become available with the start of the event.

Instead of consumables, Gale uses energy distribution mechanics that improve the ship's parameters. Select the desired bonuses and then reroute energy to them using the appropriate keys. If you activate two or three bonuses at the same time, an equal amount of energy will be supplied to each of them.

The ship's main armament is torpedoes. The stock torpedoes don't offer any surprises. However, among the weapons that are unlocked by completing combat missions, there are special torpedoes that can temporarily disable enemy weaponry, as well as plasma torpedoes. Plasma ammunition heats up the target's armor and temporarily increases the damage dealt by subsequent hits of plasma shells and torpedoes to the same area.

Gale's auxiliary armament is an effective secondary battery with a small firing sector.

[h3]Heracles[/h3]
To get Heracles, you must complete a special combat mission playing Valkyrie or Gale. The mission will be available from November 13.

The ship's main battery utilizes wavecasters or lasers. The larger the area of the ship that's hit by the wave is, the more damage that's dealt. Waves can also destroy torpedoes and neutralize other waves. Lasers fire with a delay—taking the necessary lead on the target might take some getting used to for newcomers to Key Battles. They hit the target instantly and with perfect accuracy, inflicting heavy damage.
Heracles's consumables enable you to select, for example, auras with bonuses for allies; an immediate 180-degree turn (U-turn); or emitting a circular wave, similar to that of wavecasters.

Autumn Recruiting Drive: Get 500 Doubloons per Recruit!


[h3]Captains![/h3]
For the next 30 days, you can earn at least 500 doubloons and 500 Recruitment Points per Recruit (Shipmate) you invite via the Recruiting Station! Every player you invite after the start of the event who reaches their Recruit Milestone* prior to the end of the event will be counted. The top-10 recruiters from each server can also expect to get a random Premium ship of a tier proportional to their ranking!
    *For new players—fight one battle playing a Tier V researchable (non-premium) ship.
Start Recruiting!

The Recruiting Station: How to Use It Event starts: Fri. 23 Oct. 11:00 CEST (UTC+2) Event ends: Tue. 24 Nov. 01:59 CEST (UTC+2)

[h2]How to Take Part?[/h2]
1. Navigate to the Recruiting Station page and retrieve your invite links.
2. Send your invitations to people who have never played World of Warships or haven't played in 90+ days.
3. Help those who accept your invitation reach their milestones*.
    *For new players—fight one battle playing a Tier V researchable (non-premium) ship.


[h2]Rules and Requirements[/h2]
[h3]The Recruiter:[/h3]
  • Must have a World of Warships Account with at least 15 battles on record.

[h3]The Recruit:[/h3]
  • Must accept your Recruiting Station invite code between October 23 and November 23.
  • Must reach their Recruit Milestone before November 23, 23:59 UTC.
    All winners are subject to anti-bot check
    See the complete set of rules at this link.

[h2]Recruiter Prizes[/h2]
  • In addition to the standard Recruiting Station rewards, each successful Recruit will earn their Recruiter 500 doubloons and 500 Recruitment Points.


[h3]Bonus Rewards[/h3]
For reaching certain numbers of successful Recruits, Recruiters will receive bonus rewards:
1st successful Recruit
  • +500 Doubloons
  • +500 Recruitment Points
  • Recruiting Station memorable flag
3rd successful Recruit
  • +500 Doubloons
  • +500 Recruitment Points
  • 5x Recruiting Station Camouflages
5th, 10th, 15th, etc. successful Recruit
  • +1,000 Doubloons
  • +1,000 Recruitment Points

[h3]Top-10 Recruiter Rewards[/h3]
The Recruiters who recruit the most players by the end of the event will get Premium Ship containers.
1st
2nd
3rd
4th - 5th
6th - 10th

[h3]Random Draw[/h3]
At the end of the event, any Recruiter with at least two Recruits who reached their milestones will have a chance to win one container from the following prize pool:
  • 1x Premium ship Tier IX container
  • 1x Premium ship Tier VIII container
  • 1x Premium ship Tier VII container
  • 2x Premium ship Tier VI container
  • 5x Premium ship Tier V container


[h2]Recruit Prizes[/h2]
A random draw will likewise be held at the end of the event. 100 Recruits who manage to reach their milestones according to the conditions of the event will receive 1,000 doubloons.

All participating Recruits will also be able to benefit from the standard Recruiting Station rewards:

[h3]Standard Recruit Rewards[/h3]

Recruits can benefit from the standard Recruiting Station rewards:



Reward for their first battle in World of Warships:
  • II Diana Lima, a Port slot, and a Commander with 9 skill points
  • 7 days of Warships Premium Account


Reward for their first battle played with a Tier VI ship:
  • VI Warspite, a Port slot, and a Commander with 10 skill points
  • 7 days of Warships Premium Account
  • 5,000,000 credits
  • 25 signal flags of each type
  • 5 "More Resources" containers

[h3]Bonus task for those who return to the game after being absent for 90 days or more:[/h3]
Win 25 battles on Tier IV–X ships to receive:
  • 14 days of Warships Premium Account
  • 2 supercontainers

[h3]Recruits can also purchase Recruiting Station containers with Recruitment Points earned by playing in a division with their recruiter. Learn more about the Recruiting Station rewards here.[/h3]
    Rewards will be credited by November 30, 23:59 UTC.


Good luck, Captains!

Watch Official Streams to Receive Rewards!


[previewyoutube][/previewyoutube]
All players can get bonus codes from official streams that unlock access to simple combat missions. For completing these, you'll be rewarded with credits and "Always Courageous" containers!

SIGN UP AND PARTICIPATE
[h2]How to Enter[/h2]
Watch the official World of Warships streams every week during the Update, chat with the developers, activate bonus codes, and unlock special combat missions! The first stream is scheduled to take place on October 29!
    Wondering what you can get if you don't miss any streams and manage to complete all the missions? Claim a special achievement and Kitty Purrfurst's flag!

[h2]What Does a Container Drop?[/h2] See you on-stream!

Community Giveaway!


Commanders!

We’re holding a special and easy-to-enter giveaway—one lucky winner will be picked at random.

How to participate:
  1. Click here
  2. Click the Like button
  3. Then leave a comment—and that's it!
https://steamcommunity.com/sharedfiles/filedetails/?id=2263044448
Rules:
  • Winners will be picked at random from the pool of participating unique users—only one comment per user will be taken into consideration.
  • Any comments that break the discussion rules may be deleted or excluded.
The prize:
  • Premium Ship VI container

We wish you good luck and following seas!

Submarine Testing

Submarines have come a long way since their official announcement in August 2019, with a closed beta test having been conducted, and even special Submarine Battles in Updates 0.9.4–0.9.5.

For the new test, we've updated the sonar ping mechanics, added anti-submarine defenses for battleships and heavy cruisers, and made many other improvements. We invite you to participate in the new stage of submarine testing.
https://steamcommunity.com/sharedfiles/filedetails/?id=2263091137
How to Participate ● List of Changes After Submarine Battles ● Playing Submarines ● Playing Against Submarines

[h2]How to Participate[/h2]
You can install the client right now. Your live server account details will be used to enter the test. You don't need to wait for an email with login and password data. Everyone can take part in the test. By installing the client in advance, you'll be able to prepare for the test in good time. To install the client, follow the simple step-by-step procedure below.
  1. In the Wargaming Game Center, navigate to the World of Warships tab.
  2. Open the "Game Settings" menu and select "Install additional game instance."
  3. Select "Region: TST" in the upper-left corner of the screen that appears and start the installation process by selecting the installation folder.

[h3]Testing Period and Conditions[/h3] Starts: Thu. 22 Oct. 18:00 CEST (UTC+2) Ends: Tue. 27 Oct. 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, so as to reduce the number of bots in battles.

Only Random Battles will be available. 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, a container will be credited to your account that may drop one random submarine. You'll receive two more containers by completing a chain of three combat missions playing any ship type. For completing the last mission, you're guaranteed to receive all three submarines. To do that, you need to earn a total of 12,000 base XP.

A combat mission is available for each ship type, except submarines: earn 8,000 base XP and you'll get a reward of three special signals of each type on the live server. In total, you can receive up to 96 signals.
    Testing will take place in Russian and English only.

[h2]List of Changes After Submarine Battles[/h2]
Submarines will retain their traits as stealth hunters, while other ship types will gain new capabilities in order to counter them.

[h3]Major Changes [/h3]

[h3]Updated Sonar Ping Mechanics[/h3]
You no longer need to aim your sonar pings at the indicators located at the bow and stern of an enemy ship. To guide your torpedoes to the target, it's enough to hit any part of the enemy ship with your sonar ping. A successful hit will highlight part of the hull, the size of which depends on the width of the sonar ping. Your torpedoes will home in on this part of the hull, and a second hit on the highlighted part will enable the torpedoes to ignore the target's anti-torpedo protection. If a sonar ping hits a different part of the ship while the effect of a previous ping is active, the initially highlighted part will relocate to the new area.

It will now be easier for submarines to hit targets with sonar pings, but it will require more advanced skills to activate the effect of two sonar pings hitting the same area.

The pinged part of the target ship will also be highlighted for the player controlling that ship. If there's no line of sight between the highlighted part of the ship and incoming torpedoes, the torpedoes will stop homing. Assess where the ping came from and turn the highlighted part of your hull away from that direction—this will reduce the effectiveness of the torpedo attack.

As part of the changes to the sonar ping mechanics, we've removed the ability to switch their width and speed—it's easier to use one type of sonar ping to hit the ship's hull and highlighted part than two sonar ping types with different parameters.

[h3]Changes to the Battery Mechanics[/h3]
In the previous test, submarine batteries recharged while underwater when traveling at 1/4 speed, and a low battery charge didn't impose any penalties. This factor allowed submarines to operate underwater continuously without any significant difficulties.

Now, when a submarine is underwater, her battery charge will restore to approximately 30% of its capacity at any speed and will not be consumed while moving. When the charge is depleted to 20%, the width of sonar pings is reduced.

[h3]Anti-Submarine Weapons for Battleships and Heavy Cruisers[/h3]
In the new test iteration, battleships and heavy cruisers will be able to call in anti-submarine warfare aircraft. When choosing this type of weapon, the camera rises and the aiming reticle will allow you to select an area within a radius of about 10 km. After a while, a group of aircraft will arrive and drop depth charges in this area. The charges carried by anti-submarine warfare aircraft gradually restore. Battleships and cruisers will be able to determine a submarine's approximate location with the help of the Hydrophone at distances of 3–5 km.

[h3]Hydrophone[/h3]
Information about a submarine's approximate location received from the Hydrophones of all ships will be shared with allies. The action range of destroyer Hydrophones has been increased to about 7 km. This change will ease the burden of anti-submarine efforts borne by destroyers. However, their depth charges remain the fastest and most effective way to destroy submarines.

[h3]Detectability of Ships from Submarines[/h3]
Submarines previously had too much of an advantage when confronting destroyers due to their low detectability. To balance this, the standard detectability range of surface ships has been reduced by one third for submarines. It's now harder to detect a ship from a submarine than from a high vantage point. For example, a destroyer with a 6 km detectability range will be detected by a submarine at a distance of 4 km. At the same time, the average visibility of a submarine on the surface is 4.5–5 km. If the ship starts firing, the submarine will see her from a distance that's equal to the ship's firing range.

[h3]Emitting Sonar Waves Manually[/h3]
The sonar wave that outlined and highlighted the underwater terrain around a submarine, which enabled players to better navigate underwater, was previously emitted automatically. These sonar waves will now be emitted by pressing the G key and, in addition to the surrounding terrain, will outline the silhouettes of ships that are located beyond the visibility distance. The submarine will receive more information about what's happening on the surface and be able to launch an attack more efficiently.

[h3]Other Changes[/h3]
  • It will require more time to dive from the surface to a depth that provides protection against HE weapons. The depth at which a submarine can be hit by rockets, bombs, and shells has been increased from 6 to 10 meters.
  • The underwater world has also been updated. We've added various objects and improved the visual effect that highlights the terrain, thus simplifying underwater navigation.
    These are just the most significant changes. In addition to these, we've updated, improved, and adjusted many other elements of the gameplay.


[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 from the flanks.

Submarines have small HP pools, so stick to the flanks and attack your enemy from longer distances or while submerged. Try to avoid staying in the same location for too long and make sure to enlist your allies' support. In case of danger, use the Maximum Depth consumable.



The primary targets for submarines are sluggish ships. Agile targets that are capable of maneuvering are difficult to hit.

[h3]Submarine Controls[/h3]
  • The W, A, S, and D keys control horizontal movement.
  • Press F to ascend.
  • Press C to dive.
  • Ctrl+F and Ctrl+C lock the horizontal rudders to either ascend or dive.
  • 1—sonar pings.
  • 2—torpedoes.
  • Press G to release a wave from an 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 can move between two operational levels: surfaced, and submerged (6 meters and deeper). Key Areas can be captured only when surfaced. Submarines detect surface ships at a range that's 30% less than the detection range of surface ships.



When a submarine dives deeper than 6 meters, her speed drops significantly, visibility reduces by half, and viewing range decreases to the value of her torpedo range. While submerged, a submarine can detect ships only within her viewing radius, provided that they are within her direct line of sight.

A submarine at depths of up to 10 meters can be hit with shells, ship- and airborne torpedoes, aerial bombs, and rockets.

A submarine at depths of 30 meters and below can be detected only by ships with Hydroacoustic Search and other submarines, while the Hydrophone allows the approximate location of a submarine to be determined.

The Maximum Depth consumable enables you to temporarily dive to depths of 50–80 meters. At this depth, the damage of depth charges is reduced, and the submarine's location can no longer be determined by use of a Hydrophone.

[h3]Acoustic Homing Torpedoes[/h3]
The main armament carried by submarines is acoustic homing torpedoes. New mechanics—sonar pings—will help you increase the potential effectiveness of your torpedo salvos. Emit sonar pings at enemy ships. By doing so, your torpedoes will be guided to the target and deal more damage if they connect. Torpedoes can ascend from the depths and hit an enemy only with the help of an active effect from a sonar ping.

  • A sub can fire torpedoes and emit sonar pings from any position. When in the submerged position, a sonar ping can be emitted in any direction, even at targets above or below the sub.
  • Aim for an enemy ship, take a lead on the target, and click the left mouse button. Please note: unlike when firing, the camera won't follow the target automatically.
  • Upon hitting a target, part of the hull will be highlighted. The size of the highlighted part depends on the ping's width. Your torpedoes will be guided exactly towards that target. The pinged part of the target ship will also be highlighted for the player controlling that ship.
  • A repeat hit to the highlighted part of the hull will make your torpedoes ascend to the optimum depth and ignore the target's torpedo protection.
  • The effect of a successful ping hit remains active for 10–25 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. The effect timer won't be reset in this case.

Emitting sonar pings spends battery charge.
  • Battery charge can be restored to approximately 30% of its capacity while underwater. To fully restore the charge, a submarine has to ascend to the surface.
  • Battery charge is restored up to 30% of its capacity while a submarine is traveling at any speed underwater, and it isn't depleted while a submarine is in motion. When the charge is depleted to 20%, the width of sonar pings is reduced.

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.
  • Torpedoes have very poor maneuverability. They lose speed when turning and aren't capable of catching up to a ship that's actively maneuvering.
  • If there's no direct line of sight between the pinged part of a ship and your torpedoes, their homing abilities will be disabled.
  • Upon approaching the target to a distance of approximately 1 km, 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.

[h2]Playing Against Submarines[/h2]
Surface ships are equipped with Hydrophones. These can detect submarine movement within a 4–5 km radius from the ship. The operating range of Hydrophones installed on destroyers is larger—approximately up to 7 km. The approximate location of a submarine is designated with a special marker. Information about the location of submarines from the Hydrophones of all ships is transmitted to all allies.



One important change to the new test iteration is the ability to call in anti-submarine warfare aircraft for all battleships and heavy cruisers VI Aoba, VI Pensacola, VI Nürnberg, VI Devonshire, VI La Galissonnière, and VI Trento. You can choose that armament type by pressing 4. The camera rises and the reticle allows you to select an area within a 7 km radius from the ship. Aircraft will arrive and drop depth charges in this area shortly after selecting it. Watch the Hydrophone indications carefully and call in aircraft when appropriate, taking into account some lead time before they will attack.



All destroyers and cruisers VI Dallas, VI Budyonny, VI Leander, and VI Perth are armed with depth charges. These are capable of hitting submerged submarines. To use them, get close to a submarine and drop the depth charges by pressing G.


In addition to depth charges and anti-submarine warfare aircraft, high-explosive shells, constant course changes, Hydrophones, and Hydroacoustic Search will come in handy when fighting against submarines.
  • At depths of up to 10 meters, a submarine can be hit with shells, ship- and airborne torpedoes, aerial bombs, and rockets.
  • 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.


  • Both depth charges and anti-submarine warfare aircraft can be activated one after another, and they can be used again after their cooldown period is over.
  • If a submarine hides at the maximum depth of more than 50 meters, the damage from depth charge hits will be reduced, but still remains quite considerable.
  • The pinged part of a ship is highlighted—that's how you can determine where the submarine is attacking from. If there's no direct line of sight between the pinged part of your ship and the incoming torpedoes, the torpedoes will no longer be guided towards the ship—constantly change your course, and turn your bow or stern to face the submarine's direction.
  • The Hydroacoustic Search consumable can detect a submarine at any depth.
    Take part in the test and evaluate the submarine improvements for yourself!