Additional interface functions
- Hold Ctrl and use the mouse to point at different interface elements for tooltips.
- Hold F1 for Help.
- Hold H to see your ship’s characteristics.
- Hold Tab to see the lineup of both teams and game objectives.
Keep on movin’! Staying in one place, or “camping”, is often the start of a one-way trip to meet Davy Jones. You need to change course and speed constantly in order to dodge torpedoes and aircraft attacks, and make it much harder for enemy ships to aim at you. Solid navigation skills can also prevent collisions with terrain or your teammates.
Speed up / Forward
Slow down / Reverse
Warships are vast steel juggernauts that take a bit of time to get moving and reach full speed.
Press the Q or E keys to lock your rudder in one direction. Your ship will stay in a turn, giving you a chance to attend to other things.
Turning is essential when it comes to avoiding torpedoes, bombs, or enemy fire. Ships respond slowly to commands, so be patient and plan your maneuvers ahead of time.
Rudder locked to port (left)
Rudder locked to starboard (right)
There are two types of camera positions that you can utilize while aiming:
- Third person view: the first thing you will see upon entering the battle.
- Binocular view: a more precise “sniper” view that is available when you press Shift.
To deal the maximum possible damage, you may want to orient your warship with her side facing the enemy, and your guns ready for a “broadside”. Just remember though, that this also leaves your side exposed to the enemy and makes you an easier target.
Aiming and Shooting
Cruisers, battleships, and destroyers are equipped with main battery guns. While they may have different characteristics, the basic principle is pretty much the same for all ships: to aim properly at a moving enemy ship, place your reticule in front of her, anticipating where she is likely to be when your shells arrive. This is known as “leading the target”.
MOVE to rotate the ship’s guns
CLICK to fire a single shot
CLICK AND HOLD for sequential fire
DOUBLE-CLICK for a main battery salvo
CLICK THE SCROLL WHEEL to follow the shell with the camera
Before unleashing an ammo inferno on your enemy, it is worth firing a pilot shot to see where it lands. Then make quick adjustments to ensure that the rest of your volley hits home.
There are three types of loadable ammunition in World of Warships: armor piercing (AP), high explosive (HE), and semi-armor piercing (SAP). Understanding how each shell type behaves and when to use them is crucial to gaining the upper hand in battle.
Armor Piercing (AP)
- Can damage or destroy the most essential and protected modules by a direct hit.
- Highest maximum damage.
- Penetration ability reduces at greater ranges.
- Have high chances to ricochet when hitting a target at a sharp angle.
- Cannot start fires.
- When hitting a poorly armored target, an AP shell can overpenetrate and only deal minimal damage.
Aim at a ship’s broadside, close to the waterline, to inflict maximum damage to the citadel.
If loaded AP ammo inflicts minimum to no damage to the targeted enemy, switch to HE shells and try to set the ship on fire.https://www.youtube.com/embed/yQcutrneBJQ?hl=en&enablejsapi=1&origin=https%3A%2F%2Fworldofwarships.eu&widgetid=1
High Explosive (HE)
- Can start fires.
- Explode on contact (with anything) creating a blast area within which lightly armored modules can be damaged or destroyed, even if the shell does not hit the ship itself.
- Armor penetration capability is not reduced when the range to a target increases, and does not depend on the angle at which the shell hits its target.
- Low penetration rate.
- Low maximum damage.
There can be up to four fires on a ship simultaneously, so try to hit different parts to cause as much damage as possible to your target.
Use HE shells if an enemy ship is facing you with the stern or the bow and shoot the superstructures on the deck.https://www.youtube.com/embed/B5GzyXj6oPM?hl=en&enablejsapi=1&origin=https%3A%2F%2Fworldofwarships.eu&widgetid=2
- Can penetrate thicker armor and cause greater damage than HE shells.
- Do not overpenetrate.
- Have higher maximum damage than HE shells.
- Cannot start fires.
- Can ricochet at sharp angles.
To deal the maximum possible damage, aim at the least-armored parts of a ship, such as its superstructures or ends.https://www.youtube.com/embed/zZzlivBoP8s?hl=en&enablejsapi=1&origin=https%3A%2F%2Fworldofwarships.eu&widgetid=3
Press 3 to select your torpedo launchers. You will see a green arc on both sides of your ship—this is the firing arc of the torpedo tubes. They are usually limited to the sides of your ship, so you will need to turn side-on to the enemy in order to launch them.
The smaller green band is the torpedo launching cone—called the spread—that indicates where your torpedoes will go. Press 3 again to toggle between two launch cones: a wide spread and a narrow spread.
A grey “lead indicator” cone will appear when your aim is fixed on a target. It is based on the heading and speed of the target and is updated continuously. Overlaying the green cone on the grey one will give you the best chance of hitting the target, assuming the target does not change course or speed after you launch the torpedoes.
Remember, the range of torpedoes varies between 4.5 and 20 km. The further an enemy ship is from you, the easier it will be for her to dodge your projectiles.
Allied, enemy, and your own torpedoes have different markings:
Any torpedo can easily cause flooding, or even sink a ship!
You can’t detect enemy torpedoes until you or your allied ships are near them. The Hydroacoustic Search consumable temporarily increases the range at which a ship can detect torpedoes to a fixed distance.
When choosing your target, always be aware of the position of any allies both in front of and beyond your target. When in doubt, hold your fire. Even if your torpedoes do not hit your allies, they can be a distraction or restrict their freedom to maneuver.
If a torpedo strikes a target before it has reached its minimum arming distance, it will not explode and will not damage the target ship. Torpedoes can cause damage to a ship’s propulsion, magazine, steering gears, etc.
When a torpedo hits a target, it has a chance to cause flooding. The amount of damage taken and probability of flooding depends on the ship’s anti-torpedo protection, i.e. anti-torpedo bulge, which can reduce or eliminate torpedo hits. Apart from inflicting damage, flooding also reduces the maximum forward and backward speed of a ship.
It is generally very hard to survive an instance of flooding without any assistance (Repair Party or Damage Control), especially if the target has already taken damage. So, if you catch someone while their Damage Control is on cooldown, the flooding you cause is likely to result in a very high amount of damage being inflicted, and there is an increased chance of the target eventually being destroyed by it.
Unlike fires, flooding can only occur in two places. Any additional floods caused will simply reset the timer.
To exit the torpedo launcher, press 1 or 2. You will return to controlling your artillery. The last shell type selected before you switched to torpedoes will still be selected.
Deepwater torpedoes are a special type of torpedo that are restricted in the types of targets they can hit. What makes them different from regular torpedoes are their unique stealth and ship targeting properties. With an average spotting distance of 0.9 km, deepwater torpedoes are harder to spot, by virtue of them running lower in the water, and thus creating a smaller wake. However, the price for that advantage is that they cannot hit destroyers. The torpedoes of Asashio and Asashio B cannot hit cruisers either, which means they should only be used against battleships and aircraft carriers.
Currently, deepwater torpedoes are found on Pan-Asian destroyers (except Anshan and Loyang), Premium cruisers Irian and Wukong, and Japanese Premium destroyers Asashio and Asashio B.