Question: Can i participate in the testing from my work PC for example?
You can login to your account from two different PC’s. Only on these two PC’s will you have access to the testing missions until the end of the test stage. If you login into your account from a third different PC (or more) you will not have access to the fleet testing from it.
Question: Do i have to download the update if i am not participating in the tests?
No. Access to the necessary files will be only offered to those players that have access to the testing. The test will appear when logging into the game and by clicking the “participate” button in the special maritime event.
Question: When will I receive the vehicle that i purchased in the pre-order pack?
Access to those naval vessels will appear after the introduction of the researchable trees for the respective nations.
Question: Will we have any additional restrictions on the testing stage, where the research trees will be opened?
The restriction for two PC’s will remain, other restrictions are not planned.
Question: Can you tell us more about the modifications on naval vessels?
Within the first closed testing stages we will not have any vehicle modifications.
Question: What about crew skills?
In the second stage, when vehicles are available for adding to crew slots, research points after a naval battle will still not be transferred for crew research.
Question: Will CBT available for PS4 users?
Yes, we are planning to start CBT on consoles, but it will start a bit later than CBT for PC’s. Follow the news and pre-order packs in the Sony store.
Question: Is recording and streaming gameplay permitted?
Sure. But remember, you are a participant in early testing. The gameplay, vehicle performance and game mechanics for naval battles may and will likely change before moving to the next stage.
Question: If I purchase a Naval Pack after the opening of the test, when can I join?
You will be able to join the test immediately - according to testing schedule.
Question: Will there be a reset of naval battle progress before moving to normal open testing?
This will be highly likely.
Q. Will the game’s system requirements change once naval combat is released?
If necessary. In the meantime, we are actively working on optimization and graphical assets for the mode. We’re still in the early testing phase, so it’s a little early to be talking about system requirements.
Q. Where are the shells from various guns going? You shoot at the green marker, and they fly in all different directions.
The circles show the areas where shells will hit for corresponding guns. The gunners manning each gun make vertical corrections based on range. However, since each gun has its own ballistics and aiming speed along the vertical and horizontal axes, it takes a certain amount of time to set the correct angle for each gun. For the player this means that, in order to hit a target with all guns, you need to wait for all of the hit indicators to finish aiming at the enemy target.
Q. Why isn’t my crew firing my ship’s guns?
This can only happen under the following circumstances: a) the gunner is incapacitated and there is no one to replace him, b) the gun is out of ammunition (it isn’t infinite), c) the gun itself has been disabled.
Q. Do ships shift gears?
As the commander you can choose a ship’s speed: Dead Slow Ahead\Slow Ahead\Half Ahead\Full Ahead, etc.
Q. Which kinds of rounds are best to fire, explosive or armour-piercing? Do explosive rounds have enough penetration to pierce a motorboat?
Virtually all craft available in the initial test have wooden hulls of various types and thicknesses — with the exception of the Project 1124 armoured motorboat. 76mm explosive rounds will be effective against the hulls of these ships. For Project 1124, which has a box bridge with a total thickness of 14mm, when firing at the middle part of the ship, you’re best off using armour-piercing rounds, whereas 76mm explosive rounds are enough to hit the extremities and deck structures.
Q. How thoroughly developed is the flooding mechanic? Does the way a ship floods depend on the location of the breach in the ship’s hull?
The flooding system is as fair as possible. Depending on the type of effect on the plating (kinetic or explosive), a breach will appear in the hull. For kinetic rounds, the diameter of this breach is equivalent to the calibre of the round, and for explosive rounds, it is equivalent to the radius of the explosion effect’s constant penetration. For example, a 76mm armour-piercing round that hits a ship’s plating will leave a breach with a diameter of 76 mm, whereas an explosive round will leave a breach of about half a meter.
The position of the breach is then constantly checked in relation to the vessel’s draft and speed. If the breach touches the water, it will take on water. The ship’s heel and the swell of sea are also factored in. In other words, a breach at the level of the water line will let in more water if the ship is heeling in the direction of the breach. On the other hand, a breach will not let any water in if the heel is in the opposite direction and is fully lifting the breach out of the water. The position of the breach is also factored in when a ship floods. A few breaches above the water line will not affect the ship’s buoyancy, but if later hits create breaches at the level of the water line and, once the ship has started to sink, old breaches are submerged under water, they will speed up the flooding process.
However, we have also implemented a section system that physically separates the ship into plating sections. In other words, a large number of breaches and the destruction of the plating in one section will only cause partial flooding — about 1/6 of the total mass of the water that the ship can hold.
Q. Will a benchmark be introduced along with naval combat so players can evaluate their systems’ performance?
Q. While in a small guard ship, I launched a few depth charges while next to the 1124. They landed two meters from it, but didn’t do any damage. Here’s my question: are depth charges really that weak? Or is the 1124 just too well-armoured?
The damage from depth charges depends on how deep they are when they explode. It may be that your depth charges submerged too deep, or that the motorboat moved away from the epicentre of the explosion and took damage but was not destroyed.
Q. Will we ever be able to see the ammunition for backup weapons rather than just main gun?
The interface will be further improved, but there are conceptual difficulties in showing the ammunition of backup weapons, especially when they have a lot of barrels (we have a motorboat with over ten high-calibre guns). Our first priority is to show the condition of the main and backup guns.
Q. Will it ever be possible to pull beached ships back out to sea?
Hawsers have already been implemented, but in general there are special mechanics that simplify the process of pulling beached ships back out to sea as long as its screws are in the water. If a ship ends up on land, we consider the player’s ship to have been destroyed.
Q. Will a directional marker ever be added to the targeting reticle so we can avoid crashing into islands? Could there maybe be an audio warning?
Yes, we are considering something along these lines.
Q. Will a mechanic ever be added for damage from ramming?
Getting rammed by enemy ships already causes damage. It’s the same as crashing into land or a cliff. Getting rammed by allied ships does not cause any damage.
Q. How are ships’ repair times calculated?
Repair time depends on the number of damaged modules, how damaged they are, and the number of crewmembers who can fight to keep the craft afloat — in other words, everyone who isn’t busy directly controlling the ship (the commander, the helmsman, gunners, loaders).
Q. At what distance from a launch are the torpedoes armed?
Q. Will a mechanic for resupplying ammo or crewmembers ever be added?
Modifying equipment is still in development, but we will definitely get to this question.
Q. Could you please be more exact about the conditions for destroying a ship — as long as the crew has been eliminated, of course?
In the current damage model, a ship can be destroyed in the following ways:
1) The entire crew is incapacitated, just as with tanks (less than two crewmembers who can still perform actions)
2) The plating on the hull is destroyed on one side — i.e. all three sections of the port or starboard side are blackened
3) The ship is flooded, which requires there to be breaches at the level or below the level of the water line and the plating on several non-adjacent sections to have been destroyed
4) The ship catches on fire or the fuel tanks or ammunition explode, as long as this leads to one of the first three conditions A ship’s ammo or fuel tanks exploding is not enough to guarantee its destruction. These are just explosions with a few hit parameters that can destroy a ship or just cause severe damage to it.
Q. How do torpedoes work when they hit their targets? Does the “motorboat is kaput” script activate, or is there another mechanic?
If a torpedo hits a motorboat, the ordinary mechanic for explosive/shrapnel damage activates. The parameters for the explosion of the torpedo’s warhead is usually enough to completely destroy the hull.
Q. Will the markers on motorboats and torpedoes be moved in the RB?
This will be determined by playtesting.
Q. Does the speed at which a ship floods depend on its movement speed? In other words, will a ship take on water more quickly if it moves while being flooded?
Yes. The faster a ship is moving, the more quickly it will take on water through hull breaches.
Q. Under which circumstances will a ship sink? I’ve seen a ship’s hull become completely blackened without the ship sinking, and eliminating all crewmembers on a 1124 is pretty tough.
Ships can sink. Sections can be flooded. Keep in mind that, in order for a ship to be flooded, a breach in its hull must be on the level or below the level of the water line, and when this happens, the ship’s crew will fight to keep the ship afloat by constantly patching breaches and bailing out water.
Q. I don’t understand why motorboats have depth charges.
You can use them against enemies who are pursuing you or on an intercept course by leaving them in the enemy’s path.
Q. The mechanic by which gun crews are eliminated is unclear. I don’t understand why a “loss of consciousness” by some crewmember or other on a motorboat prevents it from firing at all.
A gun cannot be fired if the gunner manning it is incapacitated.
Q. I don’t understand what is happening with blackened sections. Does this mean that all of the equipment has been destroyed and cannot be repaired, that the section has been conditionally destroyed and this is just not represented visually, or that the section and the equipment within it has been destroyed and flooding has started?
The plating on this section has taken critical damage and will not resist flooding if it has breaches on the level or below the level of the water line.
Q. I don’t understand the mechanic for putting out fires.
The crew will extinguish fires automatically. The speed at which they do this depends on the number of crewmembers who are not manning guns or controlling the ship. The more conscious sailors there are, the more quickly fires will be extinguished, nodes and aggregates will be repaired, water will be bailed out, and breaches will be patched.
Q. Will aircraft missiles starting with the КS-88 damage enemy motorboats?
In the event of a direct hit, the Soviet 82mm rocket is roughly equivalent to a 76mm explosive shell, so yes, they will.
Q. How much will the results of aircraft torpedoes and nautical torpedoes installed on motorboats vary? Based on observation, aircraft torpedoes can currently hit the enemy just fine. However, after being hit by a torpedo from a motorboat, the enemy has a chance to survive (judging from hits to the nose section on Project 1124 and the S-100 made by an Elko that did not lead to the immediate destruction of the enemy — they went down after the second torpedo).
There shouldn’t be any difference for a motorboat of that tonnage. As a rule, getting hit by a torpedo will destroy a motorboat. Remember that there is an arming distance of 50-60m before it can explode.
Q. Will it ever be possible to successfully ram motorboats with planes?
We are not planning to implement “kamikaze” attacks.
Q. How does launching torpedoes work? It seems like it is completely random. When I press the spacebar, sometimes one torpedo launches, sometimes all four launch at once.
If you press the launch key quickly, all torpedoes currently available for launch will be fired. If you press it down and hold it, you can use the mouse to select the specific torpedoes you want to launch.
We are slightly adjusting the settings responsible for how long you have to hold down a key to activate the torpedo sight. During the initial launch of the test, the time it took to hold down the key to activate the torpedo sight was too small, so even pressing it quickly would sometimes be interpreted by the game as an attempt to activate the torpedo sight. Since no torpedoes were highlighted in the field of view, none would be launched. We have also slightly expanded the field of view used to select the necessary torpedo tube.
Q. Could you discuss how shells, bullets, and depth charges interact with the water so we can better understand when it makes sense to shoot below the water line and when it does not?
Shells do not currently go under water. In other words, hitting the water deactivates shells and the damage system for kinetic rounds. Shells that contain explosives cause respectable explosions when they hit the water.
Q. Starting with what BR will you introduce full-fledged ships with hulls that can be penetrated only with the main gun, missiles, and torpedoes? It isn’t fun when you get crits on half your ship and your engine gets disabled with small-calibre gun shot from the other side of the map.
Even some of the top-tier ships will essentially have no defense against small arms, but this will be compensated for by the high speed of motorboats, which can reach up to 100 km/h. This is true of torpedo motorboats, for example. Getting crits on half your ship from a single ship’s gun shot from the other side of the map is pretty difficult to do — unless you’re just idle. Moreover, it’s important not to forget about fighting to keep a sinking vessel afloat. If you survive enemy fire, your ship can become combat-ready again rather quickly.
Q. Why am I only getting British motorboats? The nation you enter events with is the one you get vehicles for, right?
You guessed it.