For all the sea combat fans, you know that World of Warships has long planned to add submarines. It's finally done and, thanks to a special account, we had the opportunity to take control of these new submersible ships on the PC version of the Wargaming game.
At the start of a game, the submarine has its battery fully charged, which corresponds to the time that the submarine can spend under water before having to come back up. By default, the timeout is three minutes and twenty seconds. If you find it too short, this value increases by improving the skills of the commander. We were thus able to scrape another twenty seconds of submersion and go to three minutes and forty seconds.
We rush towards one of the targets and, as soon as enemy ships come within detection range (even ideally a chouilla before), we have to dive. The view changes and defaults to a much more fun view through the periscope. Of course, the third-person overview remains accessible. It is true that it offers unparalleled visibility.
The battery begins to discharge as soon as the periscope view is activated, i.e. at ten meters depth. Two other levels exist, at thirty and sixty meters, which each offer better stealth. But the seabed does not always allow you to descend so low. So sometimes you have to play with not always being safe.
The basic technique of the submarine is to use its sonar ability, which sends a pulse around the building and marks the nearest enemy with a footprint. This mark makes it a priority target on which to base acoustic-guided torpedoes. The footprint has a limited duration, but it can be extended, which also improves torpedo guidance. Players are also able to remove it if they use the correct ability.
Other torpedoes, called alternates, launch in an arc, either forward or aft of the building. They inflict more damage and are particularly suitable for enemies with strong armor, but hitting the target is much more complex. Especially since it forces either to return to the surface, or at least to be ten meters deep. I admit that I prefer to use the sonar/acoustic guidance combo. Light, but sure damage seems to me preferable to the admittedly high but too random damage of the alternative torpedoes. Especially since it is better not to miss its target because the torpedo tube recharges slowly (count about forty seconds) and the submarine is very fragile. It does not have a great resistance to enemy fire and will be put out of harm's way fairly quickly.
Ascending is particularly dangerous and should preferably be done in a safe area. But, sometimes, it is not possible to really choose because, when the battery reaches zero, it is obligatory to pass there. An ability accelerates the ascent if necessary. It saved my life (well, the hull) once or twice. Then, you have to wait while being very small, while the battery is recharging. To better get back under water and go back on the attack as soon as possible.
Truly fun, submarines are a great game-changer in World of Warships. If you want to learn more about these new ships, I recommend this article from the official site which details the means of obtaining a submarine. It also offers valuable tips on how to play it.