PCPOWERPLAY

World of Warships: Submarines

Rig for periscope depth, as we go hands-on with a whole new way to battle.

- DAVID HOLLINGWOR­TH

Wargaming is no stranger to tweaking and adding content to its popular military titles. It even knows when something is a bit undercooke­d, and when to pull back on it or ditch it entirely, so it’s a company that’s proven itself to be pretty agile - but what’s coming to World of Warships is a whole new level of challenge, both to the developers rolling it out, and to a somewhat conservati­ve player-base…

Submarines, a wholly new, fourth class of vessel, are coming to World of Warships, and possibly as soon as the end of the year, and the game will never be the same again.

OBLIGATORY ‘WHAT LIES BENEATH’ SUBHEAD

We got the scoop - and a really fun hands-on session - at a press event at Wargaming’s Tokyo offices earlier this month, ahead of today’s Gamescom reveal. Wargaming’s already invested years into the new addition, with the first hint of this direction being last year’s Halloween event, which saw players command fantastic steampunk submersibl­es in a limited, strictly PvE event. The work that went into even that short test was immense, and the work’s not stopped since.

In fact, sub-surface operations have been a long term goal of the Warships team, but it was a matter of waiting for the right time.

“It took a while to work out, because the game was not mature enough,” Artur Plociennik told us during our pre-game briefing. “But now it’s ready for another shakeup.”

Artur - World of Warships executive producer - is talking about last year’s massive changes to the way aircraft carriers work. That change was based around a number of factors, especially

“It took a while to work out, because the game was not mature enough,” Artur Plociennik told us during our pre-game briefing. “But now it’s ready for another shakeup.”

how disproport­ionate carrier-class ships were, in terms of popularity (that is, not very) and game effectiven­ess (one good carrier player could swing a whole match). The change seems to have worked, too; there are now more people playing carriers, while the ships themselves have become less of a game-maker than in previous iterations.

The carrier update itself was a long term project, and the addition of submarines is a similar task. The timeline looks a little like this:

• Halloween event, 2018

• Concept testing

• Short Super Test under NDA (super testers are a tier of dedicated World of Warships players, who often get to play with new mechanics and ships ahead of their release)

• Extended open test (sandboxed away from the main servers)

• A limited PVP event later this year

• Full integratio­n 2020

“This process is good for the product, and good for the players,” Artur tells us, “especially as it is very transparen­t.”

“But who knows,” Artur ponders. “If the PvP event works well, it might keep going leading up to the 2020 launch.”

All this is against the background of

other ongoing tweaks and additions; carriers are still being balanced in terms of how anti-aircraft attacks work with the new system, and both new ship and entire new lines of ships are planned for before year’s end. The Italians are getting a nasty branch of heavy cruisers with impressive burst-damage capabiliti­es, and a new European line of ships will bring together a lot of smaller navies under one banner.

No matter what nation you hail from, though, submarines are going to be a whole new threat.

The broad mechanics of how they work have not changed greatly from what we saw in St. Petersburg last year, when we got to go hands on with both the Halloween event and an early iteration of the carrier update. Submarines operate at three preset depths - on the surface, at periscope depth, and fully submerged - and must balance an ever-dwindling oxygen resource that depletes faster the deeper they get. As always, it’s a balancing act between accuracy, balance, and player expectatio­n.

“Accuracy is important, but so is the ‘fantasy’ of what people expect,” Artur tells us. How ships feel in fiction is an important part of the game’s developmen­t, especially when that is what most people know of these vessels.

YOU HAVE SUNK MY BATTLESHIP

The deeper a submarine is, the harder it is to spot, and at depth only destroyers have a chance of even coming close to finding them - which is another whole new mechanic being added to the game. Historical­ly, destroyers were often tasked as sub hunters, armed with groundbrea­king sonar technologi­es and a brutal array of depth charge ordnance.

This is modelled in the game by what Artur calls a new ‘mini-game’. As destroyers are tooling around the map, large circles will appear on the water’s surface, denoting that there is a sub somewhere in that volume; the destroyer player will have a short amount of time to enter the circle, after which a second circle will appear, which the player must then get to. This repeats three or four times, each time the volume getting smaller and smaller, as the destroyer’s sonar effectivel­y narrows down where the enemy sub is.

When the destroyer reaches the final circle, it automatica­lly launches depth charges - which are pretty much just as damaging as you’d expect. If the first volley doesn’t kill you, you’re almost certainly going to be killed by the next attack that does hit.

Submarines are, of course, not without their own attack, and that attack has changed considerab­ly since the Halloween event last year. From periscope depth they can launch torps much like any other ship - though only fore and sometimes aft - but once your fish are in the water sub drivers can launch a special, non-damaging attack that Wargaming is calling an ‘acoustic wave’. It’s a little hand-wavey, and not entirely historical­ly accurate; each acoustic wave hit (and you can hit targets both fore and aft for added effect) makes your torpedo attack more likely to hit, as the torps home in on the target. Torpedoes in World War 2 were generally not guided (though Germany did have some success in this regard), but it does make a submarine’s attack run a little more interactiv­e. But that added accuracy comes at a cost, as each acoustic wave lights you up for any nearby enemy to attack.

And let’s just say subs are not the toughest boats. Even a destroyer’s guns are direct threat; a battleship’s broadside, if it finds you before you can dive, is going to give you a very short, sharp illustrati­on in explosive dynamics.

CAT AND UNDERWATER MOUSE

We had a go at both driving a sub, and hunting them down in destroyers, and if I’ve one takeaway it’s that learning how to use a sub effectivel­y is going to have one hell of a learning curve. In a match pitting three submarines - each controlled by a visiting journalist, including myself - the single developer-controlled destroyer kicked our collective butts. Attacking is hard enough as it is, but managing your oxygen level at the same time as manueverin­g for an attack is a real challenge. While underwater you only have a vague idea of where the enemy is, so you need to be super cautious - going to periscope depth in the wrong position can waste your time at best, and be downright lethal if you end up under the enemy’s guns without being able to attack.

On the other hand, coordinati­ng destroyers is a lot easier. When we switched to DDs, two more Wargaming staff came aboard to form a three submarine wolf-pack, but even so we handily sunk every boat for minimum damage. And it was a lot of fun, too - chasing down the last known position of an enemy sub is really quite thrilling. It’s worth pointing out a couple of caveats, however. First, this whole new aspect of the game is still a work in progress - there’ll be new consumable­s to come, and even ASW (anti-submarine warfare) air units might be introduced for aircraft carriers, so we weren’t playing the units in their final form. Even the acoustic wave attack feels very much like it’s going to go through a few more refinement­s before we see it live in open play.

Also, our hands on time was strictly limited to six players in PvP, and only subs and destroyers, so we were able to focus on that aspect of the game exclusivel­y. In a real game, destroyer captains will need to make a hard choice - focus on sub hunting, and hope you don’t get nailed by the main guns of a battleship while you weren’t looking, or simply look for good opportunit­ies as they arise?

Similarly, sub captains will have an easier job stalking their foes, as they too will be focused on every threat on the surface, let alone that lurking below the waves.

The trick, then, is to integrate submarines into the game in a way that doesn’t so much change the way World of Warships plays, but to add a new and entirely organic element - one that feels like it belongs there.

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 ??  ?? “WE SHAIL INTO HISHTORY!” Running deep is a lonely, nerve-wracking experience.
“WE SHAIL INTO HISHTORY!” Running deep is a lonely, nerve-wracking experience.
 ??  ?? RIGHT & BELOW: As with any new tech tree, the first roll out is rather modest.
RIGHT & BELOW: As with any new tech tree, the first roll out is rather modest.
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