- 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
Not so long ago we talked about how the development of the War Thunder fleet was proceeding. Today we present new developer answers, many of which you might have heard in the broadcast of an interview with Vyacheslav Bulannikov on Alatriste's channel on Sunday (was in Russian).
Will the aircraft and ground game mechanics concept remain the same for naval battles? Specifically, will the historical characteristics of the vehicles be more important than balance? |
Historically accurate characteristics are an important part of the game but it doesn’t mean that we do not try to find balance for different types of vehicles. We do it through match-making, choosing suitable opponents for specific vehicles or through mission tasks and conditions where different vehicle types can gain victory in a different way.
How is shooting at long distances implemented? |
At the moment the main mechanics remain the same as in the first tests - a player takes aim himself, distance to the target is calculated automatically and guns change their elevation angle accordingly, the speed of a player’s vehicle and the speed of the target are not taken into account - player should make corrections themselves. This system, especially with stabilizers, works fine at large distances but small miscalculation in aiming causes big mistakes in rangefinding thus making accurate fire very difficult. We plan to change the aiming mechanic so it will be comfortable at all distances, but keeping such things as range finding, adjustment of fire - can actually improve game play of the large distance shooting.
Will adjustment of fire mechanics be implemented? |
At the moment we already have these mechanics and they are automatic, if you aim at a target that moves steadily and does not change range, hitting the same target is much easier than hitting a vessel that maneuvers and changes its speed.
Do you plan to implement “varied weather” and will it affect shooting and visibility? |
It is planned and we have already implemented various weather types and sea conditions, but while we are testing the core gameplay mechanics, we will be using calmer weather conditions.
Will the vessel’s size affect the stability of fire when the sea is rough? |
You could see it already during the previous tests - currently the sea is relatively calm for Destroyers, but if you chose a lighter craft, such as a Torpedo boat you could feel the difference.
Will AP and HE round roles will be implemented in a historically accurate manner? |
We have already described how AP and HE rounds work in our latest devblog. If you want to inflict constant damage, cause local fires, create big breaches above the waterline - use HE shells, If you need to destroy powerplants or destroy ammo storage and cause a fire in compartments inside the ship? Go for AP rounds but aim accurately.
How accurately will “armouring” be reproduced? |
As accurate as is possible in the game - no worse than for ground vehicles or aircraft. And yes, we divide the armour and construction elements of the vessel. Here’s an example for the pr. 1124 armoured boat.
“Tanking” principles? Should we rely on maneuvers or “angle” the vessel? |
You might rely on “angling” in case you have decent armour defense which will increase or decrease at specific angles. Craft that barely have any armour should not rely on this - it may prove deadly for your vessel, e.g. an AP round may penetrate several compartments damaging both crew and modules and even reach the powerplants, maneuvering in this case is much more preferable.
If there’s a duel between a destroyer and a torpedo-boat the latter has no chances. How can they fight on one map? |
It’s simple. A destroyer will not be able to see a torpedo boat at distances further than 500m - I’m Joking :) Of course smaller boats have no chance on open waters that's why we plan to separate maps into several zones: there will be open waters for artillery duels at larger distances and zones with lots of cover and capture zones.
Will shallows be implemented? Meaning that will there be places where boats would be able to operate while destroyers will ground in the shallows? |
Yes, we already have maps with different depth levels that are suitable for craft with a shallow draft, whilst DD’s find it impossible to traverse. We also plan to use underwater landscape in the gameplay.
Boats and destroyers have depth charges that can be used in battle - does it mean that there will be specific targets for them? |
Depth charges for smaller craft can be used as “grenades” with fuse delay against enemy boats. It won’t work for DD’s that’s why we removed this weaponry for them at the moment. Probably we will have PvE missions with, for example, submarines in the future. Then depth charges can be used for destroyers as well.
What do you think about dividing larger ships controls between several players - one is the commander, second one is responsible for the main calibre guns, third - for AA guns and secondary armament. |
Our tests have shown that dynamics of the larger ships battles are slower that is why dividing controls between several players might not be a good idea. The most exciting and interesting moments are when you have to decide what you should prioritise - fire from the main guns or take the controls of the AA guns to shoot down an incoming torpedo bomber. Dividing controls between players will divide the action as well which will make it boring for everyone, Moreover the cooperation problem between random players will still remain.
Which ship classes do you plan to introduce after the destroyers? Should we expect destroyer leaders and light cruisers? |
Cooperation between boats, aircraft and destroyers already causes many problems/questions from the balance point of view as well as map design etc. Adding bigger ships that will have an armament advantage over destroyers similar to what advantage destroyers have over boats is a more complex task. It is too early to say right now, however we are not completely excluding the possibility of larger ship introduction.
Can a ship be destroyed by flooding? |
Yes. Vessels can be destroyed both from a single powerful explosion (for example if hit by a torpedo) or several breaches beneath the waterline. During the test you should have noticed that if your ship had buoyancy of about 70%, its draft increased (more under the surface), consequently with a speed reduction because your craft was heavier with a few tons of water.
Unrepaired breaches will cause flooding and sinking
Will another player be able to help me with repairs? |
We are not excluding this possibility, but it’s too early to say - vessels have much more survivability than tanks and probably there will be no gameplay necessity for this feature. But as I have already mentioned - it is too early to say at the moment.
How will smoke screens be implemented? |
Smoke screens will be implemented similar to what we already have in ground vehicles and thus smoke will make things difficult for the enemy, hiding you, but it will also obscure your vision concealing your opponents.
Do you plan PvE-missions? Convoy defense, search and destroy submarines etc.? |
We already have certain PvE elements in our PvP missions - we have already shown convoys and this time we had tasks to destroy cargo ships behind enemy lines. In the future, once we decide that PvP mode is more or less prepared and accepted by the players we are not excluding that PvE will become available - we have PvE for ground and air battles after all.
What nations vessels do you plan to show us? |
I think that we will show some American and probably Japanese craft.
You can ask your question to the developers on our official forum in the "Questions to the Team" section.
Comments (134)
I really hope for vertical aiming as it is in tanks - that's one of iconic things that makes WT different from WoT.. WoWS - and putting cannons in right angle takes more skill than just aiming straight and praying for mighty gaijilla. Shortly - replace auto gun elevation control with manual one!
AsaeAmpan, Somehow real life and physics force to aim upwards... and it can be and should be implemented to the game. It takes no skill at all - to just point out the traget and let guns choose right angle. And stop insulting me just because I want this game to be based on skill.
Quetzalkoatl, What he means is that to shoot at maximum range you basically have to stare into the sky, which means you can't track your target (as you're staring at the sky). That would be incredibly awkward, and more difficult than it needs to be. I can think of a less crude way of implementing manual vertical aiming but I'm just explaining what the other guy is thinking.
w00t!
So your plan is to copy Wargaming to the tee. Certainly haven't won me over yet.
With war thunder having worse detail and graphics aswell.
R3triever, Talking about Graphics, neither wins because each game wins individually in different sectors. For example, for general sea quality(especially foams), WoWS wins, but for ship models and texturing, it would be War Thunder. Yet WT takes advantage of its self-developed Dagor Engine, so it might improve to a better standard anytime soon.
Q: What nations vessels do you plan to show us? Gaiji...n: I think that we will show some American and probably Japanese craft. DO IT! JAPAN NEEDS SOME LOVE :O
I hope we'll see the Kagerou.
It will be nice to see the British and Italian destroyers in next step of navy development.
Hey Gaijin! The CBT looked AWESOME, but unfortunately I couldnt play it (my computer was broken) :/ Could you tell me when is the new CBT testing going to be?
Sorry to hear that... just have to wait for future announcements!
(this may and or may not be off-topic)Were there any historical events where ships were being attacked by armored vehicles?
This might have happened in operation Husky, but i am not 100% sure of that. You could look into it.
question wich will be releaset first the naval warfare or world war mode? this question is on my mind for a wile
There was something online that said wwm would be out a year after naval, but it was old info.
Now I like Naval Forces!
Kagerō class ? :->
Good, now remove PT boats, give us Cruisers Battlehips and Aircraft Carriers. Make it so that that waves are more cosmetic then anything, you know what just make world of warships that's more realistic, that's want most of the players wanted.
No and get your head out of your ass honestly. DDs are just now entering testing and you demand they shove something bigger when they don't even know how DDs will work out? god damn you ignorant bastards need to get in your head that it takes TIME to do shit like this.
AsaeAmpan, that's why I said to Remove the PT boats would make it a lot easier to balance things
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