- For PC
- For MAC
- For Linux
- OS: Windows 7 SP1/8/10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 10.1 level video card: AMD Radeon 77XX / NVIDIA GeForce GTX 660. The minimum supported resolution for the game is 720p.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Windows 10/11 (64 bit)
- Processor: Intel Core i5 or Ryzen 5 3600 and better
- Memory: 16 GB and more
- Video Card: DirectX 11 level video card or higher and drivers: Nvidia GeForce 1060 and higher, Radeon RX 570 and higher
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i5, minimum 2.2GHz (Intel Xeon is not supported)
- Memory: 6 GB
- Video Card: Intel Iris Pro 5200 (Mac), or analog from AMD/Nvidia for Mac. Minimum supported resolution for the game is 720p with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i7 (Intel Xeon is not supported)
- Memory: 8 GB
- Video Card: Radeon Vega II or higher with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHz
- Memory: 4 GB
- Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7
- Memory: 16 GB
- Video Card: NVIDIA 1060 with latest proprietary drivers (not older than 6 months) / similar AMD (Radeon RX 570) with latest proprietary drivers (not older than 6 months) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
The Naval research tree in War Thunder differs from Air and Ground forces, despite visual similarities.
Aircraft and ground vehicles are divided into ranks by (as a rule) production years: the later production year - the better the combat efficiency is, the higher the vehicle’s rank is. A ship’s battle efficiency, however, depends not only on the production period, but on the ship’s class itself. Early testing showed that players prefer different classes of ships - some like destroyers, others prefer the nimble torpedo boat, or mastering all types of vessel. Every ship’s class has unique gameplay, naturally.
Entering the closed beta test, we took these baselines to create a different approach to researching War Thunder ships. Vertically, or rank-wise, you research different classes of ships - from boats to light cruisers. Horizontally, or class-wise, you master more powerful, modern and capable units of the given class. You are free to choose what gameplay you like more: skip boats, relatively fast progress to heavier classes, like destroyers, or cruisers; or focus on the light classes to unlock the most powerful light ships and boats in the game. Requirements and prices to unlock new ships consistently grow both vertically, and horizontally. Research time to unlock all ships of a nation will be similar to aircrafts or tanks.
Currently, we have 4 ranks of ships. We plan to add more ships of higher ranks during CBT and OBT. New heavy classes of ships are also possible.
Trophies and Rewards in Naval Battles
Unlike air and ground battles, destroying a naval unit requires more effort and time. Often, many players will attack a single target at the same time. If we apply the trophy formula from air or ground battles, the majority of the reward will go to the player, who finishes the enemy, and it may be far from fair in the amount of inflicted damage.
This feature of naval battles caused us to rework the existing trophy system. The more damage you do to your enemy, the better the reward will be. These are the basics:
Every naval unit has its own reward value in Silver Lions (SL) and Research Points (RP)
The reward value splits between players, taking enemy value down, by amount and intensity of damage that they have inflicted. A hit, an assist, and a kill counts separately.
The final (fatal) hit has a minor bonus aside from the unit’s reward value.
This is how reward is calculated (similar for both SL & RP)
Example 1
A ship’s reward value is 1000 Silver Lions (SL)
- Player 1 does damage for 20% against the crew. He gets 200 SL for the hit.
- Player 2 does damage for 40% against the crew, and gets 400 SL for the hits.
- Player 3 does 10% damage against the crew, and the enemy ship is considered destroyed, because it does not have enough crew to continue the battle. Player 3 gets 100 SL for the hit, and a 100 SL as a last hit bonus (that’s not included in the original reward value). Total is 200 SL.
30% of the crew remains on the damaged enemy ship, and 300 SL that is left from the reward value is divided between all three players:
- Player 1 gets 85 SL for the kill assist
- Player 2 gets 170 SL for the kill assist
- Player 3 gets 45 SL as a bonus for destroying of a ship
In total this is calculated as:
- Player 1 gets 285 SL for 20% of damage he did to the enemy ship
- Player 2 gets 570 SL for 40% of damage
- Player 3 gets 245 SL for 10% of damage and the last hit bonus
Example 2
- The reward value of enemy ship is 2000 SL
- Player 1 does 20% damage to the crew and gets 400 SL for the hit
- Player 2 launches a torpedo and destroys the enemy. Ship is sunk, so the rest of the crew counts for Player 2. Player 2 gets reward for 80% of the crew - 1600 SL, and last hit bonus - 100 SL.
- Reward value remaining is 0, and Player 1 doesn’t get an assist reward.
In total:
- Player 1 gets 400 SL for 20% of damage to the enemy
- Player 2 gets 1700(1600+100) SL for 80% of damage and the last hit.
- Reward value and last hit bonus depends on the enemy ship’s class.
What else has changed?
- Critical hits are turned off for naval battles
- AI-controlled air defence guns (AAA-guns) don’t earn hit rewards against aircraft. Assists and kills count though.
- In naval battles, aircraft kills count by the same rules as in air battles.
- If in a naval battle an aircraft attacks a ship, the aircraft receives the reward using naval battles rules.
More additions to the fleet branch:
The War Thunder Team
Comments (59)
A more cleverly-designed tree and kill system than I expected. Good job. I do still hope we get more gamemodes for naval battles aside from "capture the buoy zones".
So you finally added HP bars to naval battles. Great job. Where can I get a refund?
well the so called HP/Crew remaining was there since the beginning so idk what you on about after all the time
The game always had HP bars in a sense. Every module of your tank and plane have a certain amount of damage they can take before they get destroyed. Same goes for crew. There really isnt much of a idfference between Air/Ground and Naval Battles besides the game telling you how many percent of your crew remains. (Cause going into xray and counting every single crew member could take a while)
definitely nice to see the what the tech tree will look like. also the lack of assists for dealin x amount of damage to a enemy ship's crew is a bit disturbing
Oh lol the reddit leak was right :D
So when will us PS4 players know about the special compensation we would get instead of the destroyer discounts?
It's already been announced. We will receive 5000 GE for each destroyer pack we buy.
How does the premium ship rewards work? If im using a tier 2 vehicle thats a high BR will I make more than a tier 3 with a lower BR?
wait, did i really pay 45 euro for a tier 2 boat?
You also paid for the eagles, the pre-cbt access...etc
I've paid 40€ for a BR 2.0 ship that sits in tier 1...
You could have achieved exactly the same by having the classes horizontally and the historical progression vertically like aircraft and tanks. Left to right Torpedo Boats, Destroyers, Cruisers. It would have been consistent and less confusing. If I understand correctly you need to research classes first. That can be implemented horizontally as easily as vertically. I guess the developer team preferred turning the tree on its side and you let them get their way even if it breaks consistency.
If you look carefully, you'll notice that there would be no boats at rank 3+. At rank5 there might not be any destroyers. They went with horizontal so that they don't have as many empty areas on the tree. Or it would be confusing if the boat line (vertically) turned into light cruisers when there are no more boats. I understand the decision to keep boat classes roughly separate by BR, but it is quite disappointing in historical sense. Can't have destroyers covering capital ships like this.
tizianenel, Tnx for the reply, and I get you, but the aircraft and tank trees are patchy and gappy too. They get filled in more or less at random as new vehicles are released. I am sure boats could be done in the same way.
Can't wait for the CBT!
Are there skins/decals to unlock with ships ? If so, I hope there is a similar system for progression so you don't have to do the last hit to actually progress in skin unlock
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