- For PC
- For MAC
- For Linux
- OS: Windows 10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 11 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: 23.1 GB (Minimal client)
- 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: 75.9 GB (Full client)
- 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: 22.1 GB (Minimal client)
- 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: 62.2 GB (Full client)
- 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: 22.1 GB (Minimal client)
- 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: 62.2 GB (Full client)

How does the Damage Control mechanic work?
In the Spearhead major update, we’ll be introducing a new Damage Control (DC) mechanic for every naval vessel in the game. In this updated form of damage control, you’ll be able to pre-select three different action presets that replace the basic manual repairs: firefighting, module repair, and water pumping. After receiving damage, all three DC processes begin automatically, and you can adjust the priority of which area you want to focus on. The need to repair the propulsion systems of the ship has been removed, this will always be carried out automatically by the crew as long as it’s possible to do so.
Every ship will have an individual DC coefficient, which will be affected by the size of the vessel, crew count, and generation of the ship. The newer the ship, the more advanced and effective its damage control process will be. A high crew count will improve this further, and relative to the amount of crew it will also be more effective in general on smaller vessels, as the damaged areas can be reached by crew faster. The coefficient reduces the time penalty for the second and third DC processes in the setup you’ve selected, but not significantly. So in short, your ship will be repaired automatically, as long as there are crew resources for it!
How did repairing work previously?
Previously, some players deliberately did not repair knocked-out modules and compartments with the intention of “saving” part of the crew that remained in those areas. For example if the engine was destroyed, fewer crew would be there, and so less damage would be taken. This is no longer possible with the new system. The ability to do this was a consequence of the old system, but not an intended one. This “tactic” was not intentional as the advantage it gave was antithetical to gameplay and the intentions of the mechanic. We did not consider this a critical “exploit” for lack of better words, as this crew saving was not particularly impactful. For example, the combat crew of a gun turret or an ammunition elevator on a battleship is 10-20 people out of a total crew of, say, 1000 in total.

Fundamentally, the key issue with deliberately not repairing certain areas of the ship was that it was unfair to the player shooting at it. The most important modules are typically protected by the strongest armor, and to defeat this you need to pick the right shell, set the right range, and lead the shot accordingly. If a player does everything “right”, besting the defenses of an enemy ship, they should be rewarded for successfully carrying out that action. The unintended ability to lessen the reward for the player landing their shots harms gameplay overall.
Rounding off
We understand that DC may be seen as taking away agency, but this decision is in favour of fairer gameplay across the board, and rewarding the active player in the engagement. You penetrated an enemy ship in a critical spot? Excellent, you’ll be rewarded for that. You got hit by an enemy in a critical spot? Then they deserve the reward for that. This old system let a player reduce the reward gained by another player arbitrarily, and at the same time, engaging with a critically damaged ship does not exactly make for engaging gameplay, as it reduces the ability to move and fire.

This new system will keep ships in fighting form more effectively, and make battles more dynamic and, importantly, fair. This will also mean everyone can put more concentration into combat and action. Thank you for reading, we hope this has clarified everything for you! Please leave your feedback and suggestions on the forum and War Thunder’s social media pages. Thank you for being with us, seven feet under the keel and good luck on the waves!

Comments (52)
Comments will be premoderatedIn the current state of naval battles at higher tiers, there is no depth to gameplay beyond simply shooting at other ships and managing your own survival. Capture points are often difficult to get to or completely out in the open with no cover. Removing the players ability to manage their own damage control systems and decide for themselves which is the most important thing to repair at the time is essentially removing half of the gameplay in naval arcade.
oh i am not sure if i am a fan of that, i liked having full control about what i want to fix first. the priority is also not always the same in my opinion. i can already see that players will shoot at just one tiny point of the ship and i am forced to always send more and more people to it
I'm really happy they finally closed this unfair exploit. Everyone knows that in WWII the captains would continously send out their crew to man unprotected AA guns. The bloody pulp of shredded sailos running off into the sea would please Poseidon, improving chances of battlefield success.
Why the 'feature' that existed for like 5 years is being considered as 'exploit'? Nobody wants a endless repair caused by high RoF guns. This new feature should be optional.
Ahh yess, let's make already painful game mode even more painful by adding dumb features nobody asked for. Also saying "This new system will keep ships in fighting form more effectively, and make battles more dynamic and, importantly, fair" is borderline stupid since this will not make anything more fair than it is "fair" now.
Question based off what was said, in paragraph 2 of how did repairing used to work you mentioned that the player that bests the enemy ship should be awarded, with this said will there be any motion to fix naval kill rewarding system, because currently in naval the kill goes to the player who hits the final shot rather then the player who actually did the significant damage to an enemy ship, and this leads to many kills being stolen and in many cases I've experienced, getting 1 or 2 sl/rp assists
In a naval battles, the wastr majority of SL/RP earned comes from damage, rather than from the "final punch".
Stona_WT, Fair but it's still annoying that kills are stolen due to mechanics
This is a genuinely horrible idea, and will put another nail in the coffin of what is already the least played game mode. I have been playing since the naval beta test, and time after time decisions like this, actively opposed by the people who play naval, occur. It’s all in attempt to get more people to play naval- and it NEVER works. It serves only to drive away the people who desire the slower pace of naval battles, whilst remaining unappealing to those not already playing.
I do hope this change is optional rather than mandatory, because if it is mandatory I fear Naval will be dead.
I don't like this trend of "simplifying" naval mechanics by removing agency and replacing it with flawed automation that never gets touched again (AB aiming comes to mind). Having damage control coefficients for each ship is not a one-size-fits-all policy, either. These coefficients are displayed nowhere in-game and don't necessarily make sense. For example, USS Colorado has better repair modifiers than USS Iowa! Not to mention, forced repair of AA guns means more chances for fire in one hit.
I don't think simplifying naval will increase the player base, which is obviously the goal on changes like these. The naval arcade aiming change seemed to actually make the player base leave or move to realistic. This isn't just an arcade change, but also for realistic, and runs the chance of having people leave again. I would strongly reconsider how you want naval to play and if this MUST be implemented it might be better to be in arcade only.
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