Update log
Full World of Warships update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
The World of Warships team is constantly working on improving the game and making it more diverse and interesting. As part of Update 0.11.2, we're going to present the updated submarines. Submarines are available for testing again.
In this new round of testing, we've gone above and beyond to address many of the issues raised by our player community. Everything from subs being hard to detect and interact with, to the unstable damage-dealing capabilities of submarines. We've made both playing and countering submarines more intuitive.
We've prepared this text to make it easier for you to approach the new round of testing. We hope these changes will help us shape the final image of the new ship type.
| How do you get them? Submarines Playing Against Submarines What's Changed? |
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How do you get them?
To get the subs for rent, complete sequential combat missions.
More details will be available in the game client.
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Submarines

Consumables
Limited number of charges for the Damage Control Party consumable.
Unlimited number of charges for the Hydrophone consumable. In the new round of testing, this equipment will provide updated data on the whereabouts of enemies more frequently.
Submarines can have the Enhanced Rudder Gears consumable or Reserve Battery Unit.
Acoustic torpedoes and sonar pings
Acoustic torpedoes have decent homing capabilities, but they lack damage and have reduced chances of causing flooding.
The first hit with a sonar ping makes the torpedo home in on the target, and the second one increases the homing effectiveness.
Pings emitted by submarines are now visible to enemies at distances of around 8 km. They can help players determine the approximate location of the attacking submarine.
Torpedoes home in on the last ping and remember their target. They don't lose the bonuses from the active ping hit sector, even when new pings hit another ship.
Torpedoes will interact with the last emitted pulse that hit a target before the torpedo was launched. It will interact with the first pulse that hit a target after the torpedo was launched if there were no other active pings. The torpedo's homing parameters will improve if the first ping hit the target before the torpedo was launched and the second ping hits the target after the torpedo was launched.
Ships can nullify ping hit sectors by using Damage Control Party. However, if the submarine hits the same ship once or twice in the same sector, torpedoes get their homing bonuses again. This can be used to switch to another target in battle while preserving the effectiveness of torpedoes that have already been launched.
Sonar pings can be emitted at several ships and stay on several targets simultaneously. Thus, you can prepare various variants for your next attack.

Alternative torpedoes
Do not interact with sonar pings and do not home in, even vertically. There's no point in launching these torpedoes at enemy ships while submerged. They inflict damage that can be compared to that of destroyer torpedoes.
Their range and speed have been reduced, while their arming distance and detectability have been increased.
With these torpedoes, there's no need to use sonar pings, so you can launch them without revealing your position to the enemy.
Fuel spills
If a submarine is hit at the periscope or maximum depths, a fuel spill will appear on the water's surface. These spills will help surface ships determine submarine locations and movements.
Submarines can eliminate fuel spills by using Damage Control Party, surfacing, or staying in the surfaced position.

Dive
Source