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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!

World of Warships on YouTube: We Are 500,000 in Number!

Captains!

Today, we’re having a small celebration. We want to share our festive mood with you, because it was you who made it happen! In March 2018, we launched our global YouTube channel, which united the Captains of three regions—North America, Europe, and Asia.

We're happy to announce that the channel's audience has reached 500,000 subscribers! Thank you for taking an interest in our videos and sticking with us, and thank you for your "likes" and comments—we're happy to deliver the best content for you!

To celebrate this occasion, we've prepared a special video with a gift inside. Hurry to watch it!
[previewyoutube][/previewyoutube]

Public Test of Update 0.9.10: Round 1 + Developer Bulletin 0.9.10

Captains, welcome to the Public Test of Update 0.9.10!

The "U.S. Battleships: Part 2" event, a new collection, and Key Battles. Take a look through the Developer Bulletin, and welcome to the test.

[h3]Asia[/h3]
[h3]CIS(Ru)[/h3]
[h3]EU[/h3]
[h3]NA[/h3]

[h2]Round 1 Schedule[/h2] Starts: Thu. 08 Oct. 18:30 CEST (UTC+2) Ends: Tue. 13 Oct. 07:30 CEST (UTC+2)

[h2]Special Features of the Test[/h2]
The rewards for activities on the Public Test server may differ from those on the live server. The new U.S. battleships are not available to research on the Public Test server.

The first ship for Key Battles will immediately be available in the Port with her stock modules. New modules and ships can be obtained by completing combat missions. A description of the combat missions is available in the game client.

[h2]Combat Missions and Rewards[/h2]
Round
1
2

Play a Random or Co-op Battle.
Reward on the live server: 3x signals of each type, except for special signals

Play three Random or Co-op Battles.
Reward on the live server: 10x Type 6 camouflage patterns

Complete the "Always Courageous!" collection.
Reward on the live server: 1x Wargaming container

Complete the Halloween chain of combat missions.
Reward on the live server: 5x each of the following special signals—Dragon, Wyvern, Red Dragon, Ouroboros, and Hydra

Deal 1,000,000 damage in a Key Battle after completing the Halloween chain of combat missions.
Reward on the live server: 3x each of the following special signals—Scylla, Basilisk, and Leviathan
    One Wargaming container provides 1 day of Warships Premium Account.

[h2]Starting Bonuses[/h2]
  • Every participant of the Public Test will have all researchable Tier VIII ships, helmed by Commanders with 15 skill points, credited to their PT accounts.
  • The research prices for ships and ship modules will be substantially discounted.
  • Players will be able to reset Commander skills free of charge.

If you're joining the Public Test for the first time since Update 0.9.9, you'll be awarded the following additional bonuses:
  • 500,000,000 credits; 30,000 doubloons; and 90 days of Premium Account.
  • 50 signal flags of all types (except special signals) will also be added to your PT account.

[h2]How to Enter[/h2]
https://steamcommunity.com/games/552990/announcements/detail/2716184589232191867

Developer Bulletin 0.9.10
    IMPORTANT! Because the Update is still being tested, the information in this Bulletin is tentative and reflects the state of game development at the time of its publication. Some changes and new features may be removed entirely or implemented differently by the time the Update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after the Update is released.
U.S. Battleships: Part 2 ● Big Hunt: The Key to Victory!

[h2]U.S. Battleships: Part 2[/h2]
    Please note: the rewards for activities on the Public Test server may differ from those on the live server. The new U.S. battleships will not be available to research on the Public Test server.

The event in Update 0.9.10 comprises combat missions, Daily Shipments, and a new collection dedicated to the U.S. Navy. It will inform you about the main batteries of battleships, admirals, medals for service in World Wars, and the main uniform types of enlisted men of the U.S. Navy during World War II.
For the purpose of standardization, the Directives have been renamed into combat mission groups.
"Always Courageous!" containers can be obtained by completing combat mission groups in the "U.S. Battleships 2" section and opening Daily Shipments. Each container holds one element of the new collection, as well as other rewards.
The "Always Courageous!" collection consists of four sections, with four elements in each.



The rewards for completing each section are five expendable Stars'n'Stripes camouflages and such patches as Wings, Stars, and Stars'n'Stripes.
    Completing the entire collection will bring you V Oklahoma in the Military camouflage and a Commander with 6 skill points.
    V Oklahoma won't be available on the Public Test server.


Elements of the collection can only be obtained from event-related containers.

We've also updated the Naval Base Port.

    When Update 0.9.11 goes live, VIII Kansas, IX Minnesota, and X Vermont will leave Early Access and become available for all players to research.

[h2]Big Hunt: The Key to Victory![/h2]
A new temporary battle type—Key Battles—has been added to celebrate Halloween. A new themed Port emphasizes the event's atmosphere. Demonstrate your skills in an exhibition competition of the future by assuming command over a ship representing one of three corporations!


The new battle type pits 16 players against each other and AI-controlled monsters on a gigantic Polygon map. The main objective is to exit the Polygon through a portal located at the center of the map. In order to do so, you need to destroy one of the special monsters and obtain a key. The monsters will initially be quite weak, but they will become more dangerous as you get closer to the portal.



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

You start out alone, but you can gather a team of up to three ships directly in battle. Only one player can use the 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. To invite a player to your team, aim at them and press F.



The number of keys is limited. After the last key has been used, 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.

For destroying monsters and other players, you'll get a temporary resource—Battle Points. Having accumulated a certain number of Battle Points, you can reinforce your ship directly in battle. For example, you can reduce incoming damage or increase the damage dealt by your guns. Once you earn a certain number of Points, a window will appear. This will allow you to select one of the two improvements. Use Ctrl+1 and Ctrl+2 to select. You don't need to spend any Points to make your selection.



Any Points you earn can be exchanged for various rewards in the Armory. Successfully escaping the Polygon will bring you additional Battle Points. Please note: exiting through the portal will get you more Points than winning in the Octagon.
    The rewards for activities on the Public Test server may differ from those on the live server.

A total of three ships are available for this battle type in Update 0.9.10. Each of them offers a wide variety of modules that can have a significant impact on gameplay. For example, you could replace standard torpedoes with a type that temporarily disables all the main armaments of an enemy, but deal less damage. The choice of weapons is not limited to simple guns—lasers, plasma torpedoes, wavecasters, and mortars are all at your disposal. For example, wavecasters can destroy torpedoes in the water, while 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. New modules are unlocked by completing special combat missions.

    The first ship will be available immediately, while the second and the third are obtained by completing a chain of combat missions.