Really cool to see this thank you for always uploading stuff like this you are helping me to not loose faith.
Btw this bomb was used by alot British aircraft like:
Catalina
Sunderland
Bristol Bolingbroke
Wellington
Fairway Barracuda
Swordfish
Beaufort
Avro Anson
That’s true tbh I really hope that one day naval will be this lovely mode with submarines , aircraft carriers and all the other ships in big combined battles but I really don’t wanna go too much off topic with this.
I think subs are extremely likely this year
Yeah, with most of the end-of-the-line BBs added this patch, this has absolutely opened up Naval for the “next big thing”, which considering both WT Mobile and their confirmation like half a year ago that subs are in progress for the main game, definitely seems like it’ll be one of the end-of-year patches. :)
I am getting bored waiting for submarines. I want them NOW!!!
Frrr
Ive been playing WoWS and WT Mobile cuz they have subs but those games just cant get to the level of Naval EC
some news?
None as far as I am aware.
Submarines still cool as fuck. And now, the weather.
From the Rumor Round Up thread, Smin says that the Covert Disclosures post will be next week.
Since the CMCD posts usually talk about the major mechanics and can sometimes tease vehicles from the next update, that will be our best opportunity to know if submarines will be in the next update.
Edit: to be clear, that doesn’t mean that subs will be in this update, just that it’s likely they would announce it in the CMCD post.
I really hope prem subs have super high SL modifiers so they’re actually worth buying
I saw an official War Thunder photo on Reddit of a ship sailing with a periscope sticking out of the water a few meters from the ship, the photo was deleted in a matter of minutes.
Did you manage to grab a SC? if so I would like to see it.
I assume you’re referring to a screenshot or something similar. No, I don’t have any solid evidence. By the time I remembered to take it, it was gone.
Next time, I won’t miss it.
Bad news, no submarines (or at least no explicit allusion to them).
Yep. But that’s ok. There may not be submarines in this update, or there may be and they just aren’t making a big deal out of it.
I’m just happy that we know they’re coming.
No clue what is next update of navy trees. Post war is era of guided-missine cruisers and submarines. So no more option - this is time for submarines vs light & middle naval (as Battle of Atlantic event) and sub vs. sub hunt (as Silent Thunder event). So I hope we will test first sub battles at winter 2025.
Naval is too borked to add submarines this year. It’s just more crap to go wrong. The core gameplay, including aim needs to be fixed first. They can’t just continue to throw things at the wall, hoping that something will stick. Last 4-5 months was a total disgrace, yet no apology from gaijin.
RB aiming system is very clunky, especially at short ranges
Ah yes, hidden for being off topic despite being directly related to shooting with and at submarines at close ranges with deck guns… Very well done
⚓ Gameplay Proposal for Submarines in War Thunder (personal opinion)
The addition of submarines in War Thunder represents a unique opportunity to enrich the naval mode without compromising its gameplay. This proposal seeks to define how submarines should function in terms of gameplay, mechanics, environment, and balance, ensuring they are tactical but not dominant.
*Submarine Gameplay Mechanics
- Mobility and Depth
- Surfaced: Maximum speed, battery recharging with the engine parked, increased visibility and vulnerability.
- Periscopic depth: Reduced speed, access to the periscope, torpedoes, and mines, medium risk of detection.
- Shallow/medium/maximum depth: Considerably slow speed commensurate with the depth, visual invisibility, limited access to sensors, increased stealth, and risk of implosion. - Below the Thermocline: Invisible to ships above the thermocline, detects enemy and allied positions within range of active enemy or allied sonar without being detected, risk of implosion.
- Battery System
- Battery as a limited resource: Consumed when submerged and when using active systems (sonar, electric motors).
- Automatic recharge on the surface: Incentivizes surfacing, exposing oneself to risk.
- Tactical Management: The player must decide when to dive, attack, or escape based on battery status.
- Stamina and Oxygen
- Limited time underwater: Represented by an oxygen bar or internal pressure.
- Extreme conditions (maximum depth, structural damage up to implosion) accelerate consumption.
- Surface or die: If oxygen runs out or pressure exceeds the limit, the submarine suffers critical damage.
🧭 Environment and Environmental Conditions
- Time of Day
- Night: Greater visual stealth, lower visibility for enemies, ideal for ambushes.
- Day: Greater risk of detection, but better visibility for the player.
- Water Temperature
- Cold: Reduces battery efficiency and recharge speed.
- Warm: Improves performance, but may increase internal noise and consume more oxygen.
- Sea State
- Calm Waters: Increased periscope and torpedo accuracy.
- Heavy Waves: Makes surface navigation difficult, reduces visibility and accuracy.
- Thermocline (simplified)
- Deep areas where enemy sonar is less effective.
- Represented as estimated visual layers on an indicator, encouraging tactical use of depth (accuracy increases based on crew level)
*Sensors and Detection
- Passive Sonar
- Detects enemies by noise, without revealing your own position.
- Less accurate, but reliable.
- Active Sonar
- Emits a signal to accurately detect enemies.
- Temporarily reveals the position of the submarine and allies.
- Acoustic Camouflage
- Slow speed and engine shutdown reduce sound signature.
- Sudden movement, air leaks, or the use of active systems increases detectability.
- Trained crew; the higher their level, the lower their acoustic level.
*Attack System
- Limited torpedoes: 2–24 per game, slow reload, depending on class and model.
- Periscope attack mode: Only available at periscopic depth.
- Realistic Impact: Torpedoes cause critical damage if they hit vulnerable areas (stern, lower hull).
*Balance and Countermeasures
To prevent submarines from completely dominating naval combat:
- Mobility Limitations: Slow underwater, difficult to escape.
- Limited Resources: Battery, oxygen, decoys, mines, torpedoes.
- Surface Vulnerability: Exposed to enemy fire and aerial detection.
- Enemy Countermeasures: Active sonar, depth charges, hedgehog, specialized escorts (specialized boats and vessels)
*Player Tactical Decisions
Underwater gameplay should revolve around decision-making:
- Surface to recharge batteries and take a risk?
- Dive deep to avoid detection, but lose mobility and risk implosion?
- Use active sonar to find enemies, knowing it will reveal your position and that of your allies?
- Attack with torpedoes or save them for a more valuable target? Thanks for reading, and I hope we’re all in agreement