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New - Spotting Mechanics Guide Rework [Patch 0.5.5]

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In May 2015, when World of Warships was still in the Beta Phase, Sharana wrote an excellent guide for new players and veterans alike to understand the basics of the game mechanics for visibility and spotting.

A lot has changed in the last 11 months. New ships, new consumables and changes in the behaviour of existing parts of the game called for a rework of this guide and Sharana allowed me to use parts of his former work and I  will mix it with a recent guide from the russian Forums , posted by the developer of WG/Lesta Sub_Octavian (here)

 

What I want to provide with this guide, is the basic understanding on how the visibility and spotting mechanics work in general and also provide you with additional information on differences between certain ships, classes and nations. These more detailed lists and numbers you will find in the spoilers at the end of each chapter.

 

Please feel free to comment or hint me on the mistakes I made during typing , so we can get all the Bugs out :honoring:

 

 

Table of content

A. The basics of visibility

1. Direct line of sight and Visibility circles

2. Maximum Acquisition range (Spotting range, render range)

3. Concealment from ships (surface detectability range)

4. Concealment from airplanes(air detectability range)

5. Assured Acquisition Range (Proximity Spot)

6. Torpedo Detection

7. To know when you are spotted - Situational awareness

 

B. Modifiers for Visibility

1. Smoke - How does it work

2. Radar and Hydroacustic Search

3. How to lower your base concealment

4. Target Acquisition System Modification 1

 

C. Weather - Cyclone on the North Map and its effects

 

Changelog:

 

Patch 0.5.6

- Captain Skill Concealment Expert no longer has an effect on the concealment penalties applied for shooting your main guns

- Improved Minimap now shows all visibility circles (optional). These Circles are dynamic and always show the actual ranges

 

 A. The basics of visibility

 

First of all there is nothing broken in the spotting mechanic, it's "working as intended™". The question is what's intended? Well the truth is that the visibility mechanic in WoWs is relatively easy and straightforward. If you have played World of Tanks you may have already heard of and expirienced some of these mechanics but the visibility system in WoWs is different in a lot of aspects.

You may have asked yourself several times during the course of a battle "Why am I spotted?" ,"Who is spotting me ?" or "Why can't I see that pesky destroyer who is near me?"

There are several requirements which have to be met in order to spot and see enemy ships and these requirements are explained in the following guide.

 

1. Direct line of sight and Visibility circles

 

The first requirement which has to be met in order to spot an enemy ship is a direct line of sight between your vessel and the enemys. The Server draws a direct line between the highest parts of each ship. If this line is not interrupted by obstacles like islands or smoke clouds, you have a direct line of sight and are able to spot the enemy ship. If you don't have a direct line of sight you are dependant on the spotting of friendly ships or planes to see the enemy ship. Only exception to this rule is at very close distances (inside the assured acquisition ranges, explained below).

 

FjIQrUM.jpg

 

Spotting from Airplanes works a little different in this aspect. There is no line drawn between the plane and the ship and they completely ignore islands, meaning you cannot hide a ship behind a landmass from the detection from a plane. Smoke on the other hand has the similar effect to both ships and planes of the enemy. Smoke is explained in Part B of this guide.

 

 

The further requirements are ship and class specific. While Battleships (BB) are relatively easy to detect, since they are large but powerfull ships , Destroyers (DD) have to rely on being hard to detect and remain invisible for portions of the match in order to be successfull. The basic visibility mechanics are the same for each ship, but the various ranges are different.

In WoWs, each Ship has 4 circles of visibility around it. Each circle affects different parts of the spotting and visibility mechanics.

 

 

R9FXbtT.jpg

 

 

2. Maximum Acquisition range (spotting range, render range)

 

The largest circle around our ship determines what is graphically rendered by your PC and made visible on your monitor. Every ship or airplane outside this circle is not visible for you and can only be seen on the minimap. The exact range is not listed in the ship specific charasteristics in port. It is only visible in game and displayed by a white sector on the minimap.

Aircraft Carriers (CV) have a fixed maximum aquisition range of 50 km while being in the strategic view managing their aircraft.

Note: Although not visible for you, these ships are present for the server and can be damaged or damage you. Some ships have weapons with ranges exceeding their maximum acquisition range (e.g. Kagero , Tier 9 IJN DD)

 

3tguwBa.jpg

 

 

3. Concealment from ships (Surface detectability range)

 

 

oDjrw4B.jpg

This circle around each ship defines the range when this particular ship will get spotted for the enemy team. Every enemy ship that is inside this circle can spot you as long as it has a direct line of sight to your ship. Every enemy ship outside this circle is not able to see or detect you, unless you are spotted by somebody else.

 

What is important to know about this circle: depending on what is happening in the game, it can increase in size for a certain amount of time, meaning you will be spotted by enemy ships which are further away.

These Penalties are added to the base ships surface detectability range. This value can be viewed in Port for each ship but is not visualized in game.

 

Action Duration Effect
Firing your main guns* 20s after the last shot Penalty: + (caliber x 30) m**
Firing your Anti Aircraft guns as long as these guns fire Penalty: + 1.3km
Firing your secondary guns 20s after the last shot Penalty: + 1.3km
Fire on board your ship as long as the fire burns Penalty: + 3km

** Example: Firing 203mm main guns would add : 203*30= 6090m

 

*Firing your main guns

While most of these penalties are pretty straight forward and easy to understand the penalty for firing the main guns has some exceptions which have been added to the game for balancing certain ships and classes.

Exception for all ships added in patch 0.5.5:

If you fire your main guns and cannot be spotted at that moment, even with the penalty added to your base concealment range, the 20s duration is not applied. So when there is no enemy ship or plane close enough (= inside your ships surface/air detectability range + penalty) or has no direct line of sight because your ship is inside  a smoke cloud, the penalty is not added.

Note: Airplanes don't need a direct line of sight, so you can get spotted by them even behind islands

 

Exceptions for specific ships:

- all researchable soviet/russian Destroyers  of the Tiers 2-4 have an additional penalty for firing their main guns of +1km --> (caliber x 30) m* + 1000m

- all researchable soviet/russian Destroyers  of the Tiers 5-10 have an additional penalty for firing their main guns of +2km --> (caliber x 30) m* + 2000m

- Premium destroyer Anshan also has this +2km penalty --> 130mm x 30 +2000m = 5900m 

- Premium cruiser Mikhail Kutuzov also has this +2km penalty --> 152mm x 30 + 2000m = 6560m

- all ships with the option of equipping main guns of different caliber (e.g. Mogami) will always get the penalty of the bigger guns

 

 

Example

Now let's take a look at the spotting itself and how these two ranges work in game. Don't mind my Paint™ skillz (Sharana ), I just tried to visualize the process. So let's take a look at it:

 

11icymv.jpg

Situation 1: Both ships are far away from each other and outside of their respective maximum acquisition range. Even if they are spotted from other ships they won't see each other in the game, they will only get marks on the minimap.

Situation 2: The ships are now closer to each other. The DD has spotted that CA, because it has entered the CA's surface detectability range (let's say 12km) and it's also inside the maximum acquisition range. The CA should theoretically see the DD as it's inside it's view range (maximum acquisition range), but can't spot it, because the DD's surface detectability range is 6km and the distance is still 12km. If a plane spots that DD then the CA can see it and shoot at it, but can't spot it alone, so if the plane is destroyed or gets out of range then the DD is invisible again.

Situation 3: Both ships are now close enough. The CA entered the DD's surface detectability range and can spot it.

 

 

 

4. Concealment from planes (Air detectability range)

 

oDjrw4B.jpg

 

This circle works in a similar way as the concealment from ships, but applies to airplanes. It also increases but with slightly different numbers and the penalty is added to the base air detectability range.

 

Action Duration Effect
Firing your main guns* 20s after the last shot* Penalty: (caliber x 20) m**
Firing your Anti Aircraft guns as long as these guns fire Penalty: + 2km
Firing your secondary guns 20s after the last shot Penalty: + 2km
Fire on board your ship as long as the fire burns Penalty: + 2km

**Example: Firing 203mm main guns would add : 203*20= 4060m

 

*Firing your main guns

See above.

 

It's also appropriate to mention the planes here. There is slight difference between the catapult planes and the others who are carrier-based. Their maximim acquisition range is 11km and that's the maximum distance they can see ships. They do not need a direct line of sight but cannot see through smoke.

The scout planes can be detected from both surface and air at 4km, while the other planes get spotted from 8km.

 

2hye1af.jpg

 

 

 

5. Assured acquisition range (proximity spotting range)

 

The smallest circle around each ship is the distance where it is impossible to hide. Any ship inside this assured acquisition range is automatically spotted and there is no direct line of sight needed. So it does not matter if the ships is behind an island or inside a smokecloud. Important: It does not affect torpedos or enemy planes.

The basic assured acquisition range for every ship is 2km.

 

There are three possible modifiers to change this basic range for your ship, which in detail are explained in Part B (Radar and Hydroacustic Search)

 

the Consumable Hydroacustic Search, which is available for almost all Cruisers Tier 4+. Effect: temporary replaces the assured acquisition range with the range in the description.

- the Consumable  Surveillance Radar, which is available for US and RU Cruisers Tier 8-10. Effect: temporary replaces the assured acquisition range with the range in the description.

- the module Target Aquisition System Modification 1 (TASM 1), which is available for ships of Tier 8-10. Effect: permanently increases the range from 2km to 3km.

 

 

6.Torpedo Detection

 

Torpedos have different defined detection ranges and can be spotted by ships and airplanes. These detection ranges are based on the size of the torpedos and the speed at which they are traveling (detailed information on the different torpedos inside the spoiler). Once enemy Torpedos are detected, they stay visible untill they hit a target, an Island or run out at the end of their range. Friendly Torpedos are always visible.

 

If torpedos are fired at your ship you have the possibility to change these detection ranges in your favor so you can see enemy torpedos earlier and have more time to react. This is called torpedo aquisition and replaces the detection range of the torpedos with the the modifiers you have equipped, once torpedos get near your ship:

 

- the captain skill Vigilance, which is available for 3 points for every ship. Effect: permanent

- the Consumable Hydroacustic Search, which is available for most cruisers and some premium ships like the LoYang. Effect: temporary

- the module Target Aquisition System Modification 1 (TASM 1), which is available for ships of Tier 8-10. Effect: permanent

  Note: None of these have an affect on the spotting ability of your own airplanes

 

2sOsIEA.jpgCrhJhGN.jpg BGX5H5j.jpg 

Important: Patch 0.5.5 has a Bug where all ranges on the Hydroacoustic Search and Surveillance Radar consumables have a wrong description, if your captain assigned to the ship has learned the skill Vigilance. All ranges are 25% too high. (example: ship aquisition of the consumable is 10km, the tooltip says 12.5 km)

 

Example:

 

Let's say that a Destroyer has fired Torpedos at your ship, which have a detection range of 1000m, which is the distance they will be visible for the first time if nothing else has spotted them before.

 

How these Modifications work seperately:

- Vigilance Skill: adds +25% to the detection range --> 1000m x 1.25 = 1250m

- TASM 1: adds +20% to the detection range --> 1000m x 1.20 = 1200m

- Hydroacustic Search: replaces the detection range with the range in the description for the stated duration: 4575m for 114s

 

How these Modifications work together:

- If you have Vigilance and TASM1 on your ship they multiply, so in this example you get 1000m x 1,25 x 1,2 = 1500m

If you have Vigilance and  use Hydroacustic Search on your ship, they are multiplied as long as Hydro is active. In this example: 4575m x 1.25 = 5719m temporary or 1250m permanent

- If you have TASM 1 and use Hydroacustic Search on your ship, they do not add or multiply. In this example: 4575m temporary or 1200m permanent

 

So TASM 1 is multiplied with Vigilance but does not add/multiply to the range of Sonar. Only Vigilance does.

 

Here are the different parameters of all Torpedos in the game as of Patch 0.5.5

 

Patch 0.5.2 Source : http://forum.worldofwarships.com/index.php?/topic/65360-torpedo-detection-ranges-and-shell-velocitykrupp-as-of-052/

Marked Torps have changed in Patch 0.5.5

 

           Name            |   Speed   |   Max    | Damage |  Detect  | React  |   Arm  |   Nation   | Ships
----------------------------|-----------|----------|--------|----------|--------|--------|------------|------ - - -
450 mm Type44 mod. 2        |  48.00kts |   8.01km |   6800 |   0.80km |  6.00s |  1.00s | Japan      | Umikaze
53-36                       |  64.00kts |   4.02km |  14400 |   1.30km |  7.31s |  1.00s | U.S.S.R.   | Gnevny
53-36 mod. 2                |  55.00kts |   8.01km |  14400 |   1.10km |  7.20s |  1.00s | U.S.S.R.   | Udaloi, Tashkent
53-38                       |  65.00kts |   4.02km |  14400 |   1.30km |  7.20s |  1.00s | U.S.S.R.   | Gnevny, Ognevoi
53-38U                      |  65.00kts |   4.02km |  17933 |   1.30km |  7.20s |  1.00s | U.S.S.R.   | Kiev, Tashkent
53-39                       |  55.00kts |   8.01km |  14400 |   1.10km |  7.20s |  1.00s | U.S.S.R.   | Gremyashchy, Murmansk
53-39 mod. 1                |  70.00kts |   4.02km |  15100 |   1.40km |  7.20s |  1.00s | U.S.S.R.   | Ognevoi, Kiev
53-39 mod. 2                |  60.00kts |   8.01km |  15100 |   1.20km |  7.20s |  1.00s | U.S.S.R.   | Udaloi
53-39 mod. 3                |  56.00kts |   9.99km |  15100 |   1.10km |  7.07s |  1.00s | U.S.S.R.   | Khabarovsk
53-51                       |  60.00kts |   8.01km |  14400 |   1.20km |  7.20s |  1.00s | U.S.S.R.   | Mikhail Kutuzov
533 mm Mk 10                |  57.00kts |   8.01km |  14400 |   1.20km |  7.58s |  1.00s | Poland     | Błyskawica
533 mm Mk15                 |  55.00kts |   9.15km |  11600 |   1.10km |  7.20s |  1.00s | U.S.A.     | Mahan, Benson
533 mm Type44 mod. 2        |  57.00kts |   6.99km |   9066 |   1.20km |  7.58s |  1.00s | Japan      | Tenryu, Wakatake
533 mm Type6                |  57.00kts |   6.99km |  10833 |   1.20km |  7.58s |  1.00s | Japan      | Kuma, Isokaze, Wakatake
Bliss Leavitt Mk3           |  48.00kts |   4.50km |   6400 |   1.00km |  7.50s |  1.00s | U.S.A.     | Wickes
Bliss Leavitt Mk7 mod. 0    |  54.00kts |   4.50km |   6033 |   0.90km |  6.00s |  1.00s | U.S.A.     | Sampson
Bliss Leavitt Mk7 mod. 5A   |  35.00kts |   3.21km |   8500 |   1.10km | 11.31s |  3.50s | U.S.A.     | Bogue, Independence, Langley, Saipan
Bliss Leavitt Mk7 Type DA   |  35.00kts |   3.06km |   5900 |   1.10km | 11.31s |  3.50s | U.S.A.     | Langley
Bliss Leavitt Mk9 mod. 1    |  49.00kts |   8.22km |   6233 |   1.00km |  7.35s |  1.00s | U.S.A.     | Marblehead, Marblehead Lima
Bliss Leavitt Mk9 mod. 1b   |  56.00kts |   5.04km |   9900 |   1.10km |  7.07s |  1.00s | U.S.A.     | Clemson, Wickes
ET-46                       |  53.00kts |   6.00km |  19500 |   1.10km |  7.47s |  1.00s | U.S.S.R.   | Khabarovsk
G7                          |  58.00kts |   4.02km |  10433 |   1.10km |  6.83s |  1.00s | Germany    | Karlsruhe
G7a T1                      |  64.00kts |   6.00km |  13700 |   1.30km |  7.31s |  1.00s | Germany    | Nürnberg, Hindenburg, Tirpitz, Admiral Hipper, Roon, Königsberg, Yorck
H8                          |  57.00kts |   6.00km |  11200 |   1.40km |  8.84s |  1.00s | Germany    | Karlsruhe
Mk11                        |  56.00kts |   5.49km |  11733 |   1.10km |  7.07s |  1.00s | U.S.A.     | Nicholas, Clemson, Phoenix, Omaha, Farragut
Mk12                        |  64.00kts |   6.39km |  11733 |   1.30km |  7.31s |  1.00s | U.S.A.     | Mahan, Buffalo, Farragut
Mk13 mod. 0A                |  34.00kts |   3.66km |   9866 |   1.50km | 15.88s |  3.40s | U.S.A.     | Midway, Independence, Essex, Ranger, Lexington, Saipan
Mk15 mod. 0                 |  65.00kts |   5.49km |  11600 |   1.30km |  7.20s |  1.00s | U.S.A.     | Sims
Mk15 mod. 3                 |  55.00kts |   9.15km |  16633 |   1.10km |  7.20s |  1.00s | U.S.A.     | Fletcher, Benson
Mk15 mod. 3                 |  65.00kts |   4.50km |  16633 |   1.30km |  7.20s |  1.00s | U.S.A.     | Atlanta
Mk16 mod. 1                 |  66.00kts |  10.50km |  19033 |   1.40km |  7.64s |  1.00s | U.S.A.     | Fletcher
Mk17                        |  66.00kts |  16.50km |  17900 |   1.40km |  7.64s |  1.00s | U.S.A.     | Gearing
Mk8 mod. 2B                 |  49.00kts |   9.15km |   8500 |   1.00km |  7.35s |  1.00s | U.S.A.     | Sims
Torpedo Model 1908          |  45.00kts |   3.00km |   6133 |   0.70km |  5.60s |  1.00s | U.S.S.R.   | Storozhevoi
Torpedo Model 1910          |  51.00kts |   3.00km |   6166 |   0.80km |  5.65s |  1.00s | U.S.S.R.   | Derzki, Storozhevoi, Izyaslav
Torpedo Model 1912          |  52.00kts |   5.01km |   7233 |   0.80km |  5.54s |  1.00s | U.S.S.R.   | Izyaslav
Type 92                     |  68.00kts |   6.99km |  14400 |   1.40km |  7.41s |  1.00s | Japan      | Fujin, Kamikaze R, Isokaze, Minekaze, Kamikaze
Type F3                     |  76.00kts |   8.01km |  21366 |   1.90km |  9.00s |  1.00s | Japan      | Zao, Shimakaze, Kagero
Type42 mod. 1               |  44.00kts |   5.01km |   6133 |   0.70km |  5.73s |  1.00s | Japan      | Umikaze, Tachibana, Tachibana Lima
Type8                       |  63.00kts |   6.00km |  14600 |   1.60km |  9.14s |  1.00s | Japan      | Furutaka, Yubari, Mutsuki
Type8 mod. 2                |  59.00kts |   9.99km |  16266 |   1.50km |  9.15s |  1.00s | Japan      | Myoko, Furutaka, Iwaki Alpha, Aoba, Mutsuki, Hatsuharu
Type90 mod. 1               |  62.00kts |   9.99km |  17233 |   1.60km |  9.29s |  1.00s | Japan      | Mogami, Atago, ARP Myoko, Tone, Ibuki, Myoko, Fubuki, Kitakami, Hatsuharu
Type90 mod. 2               |  57.00kts |  15.00km |  17233 |   1.40km |  8.84s |  1.00s | Japan      |Kagero, Fubuki
Type91 mod. 1A              |  35.00kts |   3.36km |   8566 |   1.30km | 13.37s |  3.50s | Japan      | Taiho, Hosho, Shokaku, Hiryu, Hakuryu, Ryujo, Zuiho
Type93                      |  62.00kts |  20.01km |  20966 |   2.50km |  9.13s |  1.00s | Japan      | Kagero, Shimakaze
Type93 mod. 2               |  67.00kts |   9.99km |  20966 |   1.70km |  9.13s |  1.00s | Japan      | Ibuki, Fubuki, Kagero
Type93 mod. 3               |  67.00kts |  12.00km |  23766 |   1.90km |  9.43s |  1.00s | Japan      | Shimakaze
Whitehead Mk5               |  49.00kts |   4.50km |   5900 |   0.80km |  5.88s |  1.00s | U.S.A.     | Sampson

 

 

 

 

 

 

 

Edited by LilJumpa
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7. To know when you are spotted - Situational awareness 

 

To know when your ship is visible or invisible to the enemy team is an important factor for your tactical decisions during the course of a battle. By default the only indicator for being visible is enemys shooting at your ship.

The captain skill Situational awareness, which is available for 1 skillpoint, gives you not just an indication but the assurance for being visible or invisible.

 

If the captain, which is assigend to your ship, has learned this skill, you will get a notification in the middle of your screen as soon as you are detected by the enemy. This notification is shown as long as you are visible and dissapears as soon as the reason for you being visible (Direct line of sight and the range)is gone.

After the indicator that you are spotted fades and vanishes to signal that you no longer can be detected, you will be visible for all enemies for 3 more seconds, after the "!" dissapears.

That applies to having enemies in your surface/air detectability ranges and if there is no more direct line of sight (islands or smoke)

 

 

Note: Even if your ship is not visible, expirienced enemys can still predict the approximated position of your ship by seeing shell tracers or the smoke clouds, when this ability is used. So even when you are not spotted expect enemy torpedos or gunfire coming your way.

113C2I9.jpg

 

There are three different symbols which also indicate why you are spotted and visible.

- the first symbol, without addition, is shown when you are spotted by an enemy ship being close enough and having a direct line of sight

- the second symbol, with the additional plane icon, is shown when the only reason for you being visible is an enemy plane being close enough.

- the third symbol is shown when the only reason for you being visible are the consumables Surveillance Radar or Hydroacoustic Search used by an enemy ship (explained  here)

 

 

 

 

B. Modifiers for Visibility

 

 

1. Smoke - How does it work

 

Now few words about the more complex matter - the smoke. There are many questions about it, so here is explanation of how it works:

 

24g2h4p.jpg

Situation 1: The DD is close to the BB and both can spot each other.

Situation 2: The DD pops up smoke. As you have noticed there is "puff" effect 2 seconds after you activate smoke and then every 5 seconds when laying down the smoke. This "puff" effect creates a circle with radius 450m around the ship. The smoke is considered visually impenetrable like island from both surface and air (the only exception is 2km proximity spot from ships). When inside this smoke circle you can't be spotted, but you also can't spot anything. If you see ships then someone else is spotting them (other ships, planes).

Situation 3: The DD is moving so after few seconds it's leaving that spawned 450m circle. In this situation it's spotted again and can see the BB too.

Situation 4: As mentioned the smoke is spawned every 5 seconds, so another 450m circle is spawned and the DD is invisible again (and can't spot the BB too).

 

That's the situation when the enemy ship gets clear line of sigh to the DD when it's outside the smoke. If the DD is moving away from the ship then the smoke (which is visually impenetrable) serves as shield and the DD can't be spotted while laying down the smoke.

2qjzv9j.jpg

Let's not forget however that the DD will still be outside the smoke parts of the time, so enemy plane or another ship can spot it.  In such case the BB will be able to see it too.

 

So to sum it up - the smoke is  visually impenetrable and ships inside it can't be spotted no matter what (the only exception is 2km proximity spot from ships). The smoke however is layed down every 5 seconds (1st puff after 2 secs) in circle with radius 450m. If the DD is moving fast (more then ~ 1/4 speed) it's leaving that smoke before the new one is spawned, so it gets spotted. When it's laying down the smoke at high speeds the spawned smoke circles are not overlapping and there are free spaces between those 450m circles. In this case the smoke is not "thick" and ships can see through those free spaces. And of course as the smoke is visually impenetrable you can shoot from it avoiding spotting. You can even have ship as big as the Yamato inside the smoke,firing it's main guns, burning and shooting at the planes above him and still staying invisible. 

The only way to spot a ship inside a smoke cloud is to come close enough so that it is inside your assured acquisition range, which can temporariliy be extended through the use of Hydroacoustic Search and Surveillance Radar.

 

The smoke mechanics itself are identical for all ships that can use them. There are differences in the duration of the smoke and the number of clouds this consumable can produce, depending on Tier and US DDs having higher numbers than the other nations.

In the spoiler you can see a list of the differences:

Source: http://forum.worldofwarships.com/index.php?showtopic=66457 

The Data is extracted from the gamefiles and contains numbers used in formulas which can differ from the actual numbers in game. According to tests I ran I adjusted the number of puffs and the Height/Radius Columns. The delay is the time for the first puff after activation.

 

       Name   |  Life   |  Height  |  Radius  |   Delay |  Reload |  Active | Puffs
--------------|---------|----------|----------|---------|---------|---------|-------
Lvl_8_Kutuzov |  89.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   20.0s | 5    
        Lvl_2 |  65.0s  |   450.0m |   450.0m |    2.0s |  240.0s |   20.0s | 5
        Lvl_3 |  69.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   20.0s | 5
        Lvl_4 |  73.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   20.0s | 5
        Lvl_5 |  77.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   20.0s | 5
        Lvl_6 |  81.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   20.0s | 5
        Lvl_7 |  85.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   20.0s | 5
        Lvl_8 |  89.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   20.0s | 5
        Lvl_9 |  93.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   20.0s | 5
       Lvl_10 |  97.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   20.0s | 5
     US_Lvl_2 | 106.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   22.0s | 6
     US_Lvl_3 | 109.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   23.0s | 6
     US_Lvl_4 | 112.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   24.0s | 6
     US_Lvl_5 | 115.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   25.0s | 6
     US_Lvl_6 | 118.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   26.0s | 7
     US_Lvl_7 | 121.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   27.0s | 7
     US_Lvl_8 | 124.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   28.0s | 7
     US_Lvl_9 | 127.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   29.0s | 7
    US_Lvl_10 | 130.0s  |  
450.0m |   450.0m |    2.0s |  240.0s |   30.0s | 8

 

 

 

 

 

2. Radar and Hydroacoustic Search

 

Surveillance Radar and Hydroacoustic Search are both consumables which can be mounted and used on specific ships. The use of these consumables is either limited to ship classes (here mainly CA) or depends on the tier of the ship. The range and duration of the effects are different on each ship.

 

Consumables always have two different versions which you can chose from:

Type 1 being the free consumable with no additional cost and Type 2 being the so called "premium" version which costs either 22.500 credits or 15 dubloons for each battle.

The Type 2 Version always has a lower reload time compared to Type 1 and has an additional charge, if the consumable is limited by charges. The effect of the consumabels is the same on both versions.

 

Important: Patch 0.5.5 has a Bug where all ranges on the Hydroacoustic Search and Surveillance Radar consumables have a wrong description, if your captain assigned to the ship has learned the skill Vigilance. All ranges are 25% too high. (example: ship aquisition of the consumable is 10km, the tooltip says 12.5 km)

CrhJhGN.jpg

Hydroacoustic Search has two effects if used, and can be used only a limited amount of times. Both effects work at the same time and are active for the duration named in the description (114s in this example)

- Torpedo acquisition: is explained here

- Ship acquisition: Replaces the assured acquisition range with the range of the description (here: 6.6 km). Does not add or multiply. The highest number is used.

 

 

YId00wk.jpg

Surveillance Radar has one effect which is active for the duration of the description (30s in this example) and can be used only a limited amount of times.

- Ship acquisition: Replaces the assured acquisition range with the range of the description (here: 9km). Does not add or multiply. The highest number is used.

 

 

 

3. How to lower your base concealment

 

Your base concealment values consist of both the surface and air detectability ranges and, as explained in part A, play a very important role in every game. The later you get spotted, the more advantages and options you have against your enemies. If you buy a new ship you have the basic (or stock) values which depend on the overall size of the ship and are different for each vessel, nation and class.

For ships which heavily depend on being stealthy, like japanese DDs,  the following modifications are naturally more important than to ships which can be seen from miles away like the big BBs. So you still have to chose if it is important for your specific ship.

 

S4UqLPp.jpg

 

Every modification to concealment only affects your ship itself and has no effect on planes or torpedos from this ship.

If you combine all modifications these are the theoretical max reduction values:

 

Max reduction Surface detectability range Air detectability range
Destroyer (DD) - 21,43% - 19%
Cruiser (CA) - 23.18%
- 21.8%

 

 

 

- Camouflage

OZOskWw.jpg

Every ship has the option to mount several different camouflages which all cost either credits (8.000 - 22.500) or  50 dubloons every battle. Premium ships get special camos which are free to use and certain ships have special camos, which cost a onetime amount of dubloons and are then free to use.

 

there are only two different modifiers which affect the gameplay and are either seperately available or together on one camo:

- 4% to the accuracy of enemy ships: has no effect on detectability

- 3% to detectability by enemy ships: this reduces the surface detectability range by 3%

 

 

- Captain skill: Concealment Expert

4bfFwEu.jpg

This Captain skill costs 5 skillpoints and due to the implemented  skillsystem you need minimum a lvl 15 captain to be able to use it.

For each class you get a certain (10- 16) % reduction in both surface and air detectability ranges. This skill also reduces the penalties you get during the game (e.g. while firing your main guns) by these percentages.

 

- Concealment System Modification 1

vADdjrq.jpg

This is a module upgrade which is available for all ships of tier 8-10. Unfortunately it is in the same upgrade slot as the Target Acquisition System Modification 1, so you can only use one of the two.

This upgrade grants a 10%  reduction in both surface and air detectability ranges. 

 

 

4. Target Acquisition System Modification 1

 

BGX5H5j.jpg

This is a module upgrade which is available for all ships of tier 8-10. Unfortunately it is in the same upgrade slot as the Concealment System Modification 1, so you can only use one of the two.

This upgrade has 3 different effects on the visibility mechanics

 

+50% to the assured acquisition range: the standard value on each ship is 2km, so this brings it to 3km for every ship permanently. This effect does not add or multiply with Hydroacoustic Search or Radar.

+20% to the maximum acquisition range (called spotting range in 0.5.5), permanently. As explained, this affects only the range in which other ships/planes are displayed on your monitor.

+20 % to the acquisition range of torpedos, permanently. Affects the distance in which enemy torpedos are spotted for your ship. Multiplies with Vigilance. Does not add or multiply with Hydroacoustic Search. (Explained here)

 

 

Edited by LilJumpa
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C. New Weather Effects - Cyclone on the Map North and its effects on visibility

 

This new weather effect was added in Patch 0.5.5. 

 

This part needs to be polished and finished and is still being reworked by me.

 

All visibility circles are hardcapped at 8km maximum range. If a ship has lower ranges than 8km (like for example a DD with 6km surface detection range) they will naturally stay the same, it just doesn't go above 8km.

 

Exception to this rule seems to be the Surveillance Radar Consumable,

 

Enemies which are further away from the ship using the Radar, but still in the range mentioned in the tooltip of the consumable, will only appear on the minimap and will not be visible for you ore friendly ships.

 

 

 

Aircraft Carriers in this cyclone lose their 50km maximum acquisition range and are limited to:

 

- 8km around the ship

 

- 3km around each plane squadron

 

 

 

AHUTcKt.jpg

 

 

 

If this Cyclone appears on the North map is random. It only appears in 50% of the matches played on this map and it has to be the daytime/summer version of this map.

 

If it appears on the map it will occur between 18:00 min and 10:00 min left in the battle and lasts 2-10 mins. This also is random.

 

 

 

To indicate the beginning of this weather feature, a textmessage is displayed on the screen that there is a cyclone inbound, as you can see on the following picture. There also a special sound indicating this event.

 

Note: This is a Training room battle Replay. My New Orleans has a maximum acquisition range of ~ 23km as you can see on the minimap as the squares have a sidelenght of 5km.

 

 

AhrkWaU.jpg

 

 

 

PPt626k.png

 

Edited by LilJumpa
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[SCRUB] SBS
In AlfaTesters
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Excellent. I have long wondered if something should be done to update those old guides, especially with spotting and AA mechanic as several balance changes have been made to those.

 

+1 from me :medal:

Edited by SBS

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[HOB] Hargaliel
3 posts
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just in regards to circles on the picture presenting cyclone ranges - I might be wrong but quote " the maximum surface spotting/detectability range (ship to ship) is 8 km" yet your picture presents like everything is equalized to 8km (concealment from ships, concealment from planes and assured acquisition included) for destroyers it would in most cases mean that they are actually easier to spot in cyclone weather condition that should not be the case or intended

 

except of that excellent work !

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just in regards to circles on the picture presenting cyclone ranges - I might be wrong but quote " the maximum surface spotting/detectability range (ship to ship) is 8 km" yet your picture presents like everything is equalized to 8km (concealment from ships, concealment from planes and assured acquisition included) for destroyers it would in most cases mean that they are actually easier to spot in cyclone weather condition that should not be the case or intended

 

except of that excellent work !

Yes , that last part needs to be polished and finished.

The text to the picture would probably help in understanding the picture(s). It's supposed to mean that all ranges/visibility circles are hardcapped at a maximum of 8km. You are right, that ships with smaller ranges keep them ofc.

Exeption is probably the Surveillance Radar, which works with the usual ranges. (waiting on confirmation on that)

Edited by LilJumpa

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[ST-EU] Hanszeehock
3,691 posts
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This part needs to be polished and finished, Just added these two pictures for the basic understanding:

All visibility circles are hardcapped at 8km maximum range. If a ship has lower ranges than 8km (like for example a DD with 6km surface detection range) they will naturally stay the same, it just doesn't go above 8km.

Exception to this rule seems to be the Surveillance Radar Consumable, which also works at ranges above 8km.

 

 

Hoping to test radar on North tomorrow. In the meantime, I don't think this is correct. Radar is also hard capped at 8km, however ships may still be seen on the minimap above this range.

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Hoping to test radar on North tomorrow. In the meantime, I don't think this is correct. Radar is also hard capped at 8km, however ships may still be seen on the minimap above this range.

 

I hope I have some games on North tonight so I can maybe see some details on this in replays.

 

On the testserver someone stated that he was able to light up a DD at 10km with radar for his division mate, who was close enough to see that DD. He , himself didn't see it, only the "not rendered" Icon on the minimap.

Looking forward to the test results and thx.

 

Edit: Thx for the likes guys 

Edited by LilJumpa

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Could someone give me feedback on the pictures in the last part about the Cyclones?

 

Are they too big or viewable with smaller devices/ resolutions?

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They are quite small for me. I barely see the different ships, but the vision cone is more visible.

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Ok thx.  I'll look what the forum software can do with thumbnails and enlargement. 

But basically the cone is the point of that picture ;)

 

Edited by LilJumpa

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@Liljumpa


 

did u test that vigilance and TASM 1 dont stack or do u have an official developer answer?


 

nice work, thy!

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@Liljumpa

 

did u test that vigilance and TASM 1 dont stack or do u have an official developer answer?

 

 

Update: TASM and Vigilance do multiply (see post below)

 

So the following original answer draws the wrong conclusion

 

 

That info is from the russian Forums and the Guide from Sub_Octavian who is marked as developer: The guide is from April 11 2016

http://forum.worldofwarships.ru/index.php?/topic/51044-%D1%81%D0%B8%D1%81%D1%82%D0%B5%D0%BC%D0%B0-%D0%B2%D0%B8%D0%B4%D0%B8%D0%BC%D0%BE%D1%81%D1%82%D0%B8-%D1%87%D0%B0%D1%81%D1%82%D1%8C-2-%D0%BC%D0%BE%D0%B4%D0%B8%D1%84%D0%B8%D0%BA%D0%B0%D1%82%D0%BE%D1%80%D1%8B/

 

When he describes Sonar and Vigilance he states in both descriptions that they multiply and that TASM does not have that effect. In the description of TASM he does not mention vigilance at all.

He never states directly that they don't stack, but if they would I guess he would have mentioned it somewhere. 

 

Quotes are from google translate but it is readable. The spoilers just contain pictures.

 

Vigilance

Spoiler 
 

 

 

Note that the skill of the commander "Vigilance" (about it below) combined with distance sonar search : his bonus multiplied by the actual value of the torpedo sight.

For example, 3.12 km from the image above are converted to 3.9 if the "Vigilance" skills are learned.

Modernization "Detection System Modification 1" , on the contrary, does not affect the operation of equipment.

 

 

Detection System Modification 1

Spoiler 
 

 

It gives a number of useful bonuses to detect:

  • Range of guaranteed detection increased from 2 to 3 kilometers.
  • Improves review of ship: [review of the ship] x 1.2.
  • Improved detection of torpedoes: [visibility torpedoes relative to the affected ship] x 1.2.

 

 

Edited by LilJumpa
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Update:

Seems like Vigilance and TASM do multiply, but the TASM just does not work on Sonar

Someone on reddit linked me a reply the same dude that wrote the guide posted 5 days earlier. Why he did not add that information in his official guide, beats me.........logic

 

 

View postsSoulT_89 (April 6, 2016 - 10:25) wrote:

Good day, dear Philip!) You are in this topic several times explained the effect Vigilance skill and Upgrade does not affect the detection work Gidropoiska. The question is what, and how does Vigilance work of modernization in terms of detecting torpedoes (I can certainly somewhere carelessly read)? 

 

Detection of torpedoes at the set of modernization and learned skills become:

a) 1.2 + 1.25 = 1.45

b) 1.2 * 1.25 = 1.5

c) 1.25 m. e. "overlaps" and as a result we have an increase just 0.05, spending as much as 3 points.

I want to get the most utility out of a possible number of points, and if the response option "in", I just do not see the point in Vigilance on ships 8+ level 

Thank you in advance for your response :)

Hello!

Bonuses are multiplied. [Concerning the appearance of the affected ship torpedoes] x 1.2 x 1.25.

 

 

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[ITA] Amon_ITA
403 posts
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Many thanks for the updated infos.

 

Keep up the good works, it's really appreciated.

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Important: Momentarily there seems to be a bug which either effects Situational awareness not working correctly or your ship being spotted for an extended amount of time (10-20s) while you should be not visible, for example inside a smokescreen!

More info with official response: http://forum.worldof...areness-in-055/

 

Edited by LilJumpa

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I had a Co-op game the other day in my Kutuzov on the North map and in the closing stages of the game the enemy team was down to a Tirpitz. He was sailing South along the Eastern edge of the map, behind the two islands. As I closed I spotted him through the gap between the islands and he spotted me, but we both continued sailing South. Even though we were now separated by a mountain I was still seeing the spotted icon flash. I stopped at the southern edge of the island, but I was still getting spotted before the enemy Tirpitz appeared. There were no aircraft around and he was the only remaining enemy. Someone suggested radar but that can't be the case. I can't see anything in the guide here to explain it - any ideas?

 

I have also noticed my ships getting randomly spotted when there was nothing that should be spotting (no DD or aircraft) and usually when I am sailing into cover, but I thought at the time it could have been a legitimate spot until the Tirpitz incident. There was no way to be sure in the other games but the Tirpitz one was just plain wrong.

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[BLOBS] StuntMan0369
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I had a Co-op game the other day in my Kutuzov on the North map and in the closing stages of the game the enemy team was down to a Tirpitz. He was sailing South along the Eastern edge of the map, behind the two islands. As I closed I spotted him through the gap between the islands and he spotted me, but we both continued sailing South. Even though we were now separated by a mountain I was still seeing the spotted icon flash. I stopped at the southern edge of the island, but I was still getting spotted before the enemy Tirpitz appeared. There were no aircraft around and he was the only remaining enemy. Someone suggested radar but that can't be the case. I can't see anything in the guide here to explain it - any ideas?

 

I have also noticed my ships getting randomly spotted when there was nothing that should be spotting (no DD or aircraft) and usually when I am sailing into cover, but I thought at the time it could have been a legitimate spot until the Tirpitz incident. There was no way to be sure in the other games but the Tirpitz one was just plain wrong.

 

Well, if he's the only enemy left up, and there's solid cover between you and him, the only case he should be able to spot you is with his plane. I've had situations where I've been spotted by aircraft and never actually seen the aircraft in question, so it could be possible. No idea though, I'd need a replay file to kinda check.

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2 Changes I have to add to this guide, just to give you guys a heads up:

 

Situational awareness:

After the indicator that you are spotted fades and vanishes to signal that you no longer can be detected, you will be visible for all enemies for 3 more seconds, after the "!" dissapears.

That applies to having enemies in your surface/air detectability ranges and if there is no more direct line of sight (islands or smoke)

 

Cyclone on the North map and Radar consumable:

As confirmed Radar is capped at 8km. Enemies which are further away from the ship using the radar, but still in the range mentioned in the tooltip of the consumable, will only appear on the minimap and will not be visible for you ore friendly ships.

 

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