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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.

Community giveaway!



Greetings, Commanders!
Our collaboration with Warhammer 40k is still going strong! To celebrate this epic event, we're holding a special giveaway. Don't miss this perfect opportunity to get our Warhammer 40K DLC and loads more!
How to enter:
  1. Customize your Steam profile with one of our new World of Warships profile background from the Steam Points Shop. Then leave it in place and don't change it until June 17!
  2. Leave a comment starting with #chaos if you're for Chaos, or with #imperium if you're for The Imperium. This will help us identify you as an event participant!
  3. After changing your profile background, complete our special combat mission (earn 40K XP playing Tier V–X ships in Random, Co-op, and Ranked Battles, as well as in Operations) to get an instant reward! This combat mission will be available from June 10 till June 15.
Prizes:
  • All participants are guaranteed to get prizes for using our Steam Point Shop items on their profiles—2x Primordial Annihilator camouflages or 2x Protector of the Faith camouflages (depending on the hashtag written in the comments section).
  • All participants will get an instant reward for completing the special combat mission—1x "Warhammer 40,000 — Chaos" container or 1x "Warhammer 40,000 — Imperium" container (depending on the hashtag written in the comments section).
  • Five lucky random winners will get super prizes—Warhammer 40K DLC worth 14,200 Doubloons!
Rules:
  • The random winners will be picked from the pool of participating unique users. Only one comment per user will be taken into consideration.
  • Your profile must be public so we can check that you have met the event requirements.
  • If you don't write #chaos or #imperium clearly in your comment, you won't be able to participate in the event.
  • Any comments that lack the required information or break the discussion rules may be deleted or excluded.
  • The comment thread will be locked on June 10. The results will be announced in this thread on June 17. Prizes will be awarded within a week.
 

We wish you good luck and following seas!

Winners:

🎉Congratulations to the winners of our Community Giveaway:🎉
  1. nixiaochenitunes - World of Warships — Ignis Purgatio
  2. Fantasy_Zero - World of Warships — Ignis Purgatio
  3. OM Dim - World of Warships — Ignis Purgatio
  4. 小咸鱼 - World of Warships — Ragnarok
  5. 今天算你走运 - World of Warships — Ragnarok

You will be sent a Steam Key for DLC as a prize. (To activate it, launch the Steam client, click the Games Menu. Choose Activate a Product on Steam. Follow the onscreen instructions.)

Thank you to everyone who took part, we really appreciate your support!