
Submarines & Ballistic Missiles Guide \ Changelog
Let’s take a closer look at all the changes and see how the new features work.
Version 0.96 has introduced a wealth of new content and mechanics to the game. One of the key innovations is the division of weapons into subclasses, with ballistic missiles becoming the very first one. Let’s take a closer look at all the changes and see how the new features work.

Subclass Feature
The new subclass mechanic implies creating weapon lists that will be available on specific ship classes or individual ships.
At the moment, we have moved the ballistic missile subclass into a category that will only be available on submarines, but not on all of them.
All other missiles are classified as ASMs and remain available on most ships.
Within this system, we can assign each ship and each missile slot the available missile subclasses for installation: SLBM only, ASM only, or mixed.
Now you can see the available missile classes for installation under each missile slot. The missile’s class is also displayed in its parameters window.

The lower panel of available missiles displays only the missile classes available for the selected slot.

If multiple missile classes are available for a slot, all applicable classes will be shown. In this case, an additional filter by missile class will appear in the equipment filter

Consequently, within the feature and for balance purposes, the missile slots on submarines have been adjusted.
In this regard, we have prepared a compensation mechanism:
- Players who previously had missiles of an incompatible class installed on their submarines will receive a compensation notification upon entering the game in the new version.
- All incompatible missiles will be removed from the ships and placed in the inventory. In return, players will receive compatible missiles in the same quantity.
The same compensating case will work with market offers:
- Player that purchased offer with sub will additionaly receive compensed missiles
- Offer holder also will receive compensed missiles while cancelling an offer or offer timeout
This window also contains a short information about the following changes about what subclass was added.


Empty slots battle restrictions
A mechanism has been added that prevents starting a battle in any mode if the ship has an empty slot without equipment

Ballistic Missiles
A new guidance type has been added to SLBMs.
This guidance type is fundamentally different from the current basic one:
- To observe the battle from above while still allowing the player full control of the submarine.
- To guide missiles not at a ship, but to any point on the map, as long as it is within the missile’s launch range.
- The missile detonates not only upon direct hit on a ship or obstacle, but also on water, dealing damage within the impact radius.
- Launch missiles on a high trajectory, allowing, in most cases, to target a ship behind an obstacle.
- All SLBMs have a cooldown mechanism on battle start (30s) - to prevent spamming SLBMs on enemy spawn points at battle start
Camera
- Missiles have an alternative camera position that provides a top-down view of the battlefield.
- Any equipment other than SLBMs is always selected to prevent starting the battle immediately in the top-down view.

- If the player’s camera and its center/crosshair are aimed downward near the ship before switching to an SLBM, then upon switching, the camera will shift to the minimum missile launch range boundary.

- If the player’s camera and its center/crosshair are aimed upward in the sky before switching to an SLBM, then upon switching, the camera will shift to the edge of the game scene or to the missile’s maximum launch range.


- If the player’s camera and its center/crosshair are aimed on obstacle before switching to an SLBM, then upon switching, the camera will shift to the edge of the game scene or to the missile’s maximum launch range.


- The scene’s visible area in ballistic mode is also displayed on the minimap as a separate rectangular element. When the camera moves, this element shifts accordingly on the minimap.

- In the game settings, you can adjust the camera movement sensitivity in ballistic mode.

Interface
-
Prepared new interface for ballistic missile mode
- Missile Status - The current missile status is displayed — reload, ready, etc.
- Ammo Reserve - How many missiles remained
- Range from A to B - Distance from your ship to the aim center
- Timer - How long the flight from point A to point B will take
- Direction of flight - From which direction the missile will approach
- Center - Missile impact point
- Inner radius - Damage area (of the Damage parameter) and Area Damage (of the Aread Damage parameter)
- Outer radius - Area Damage (of the Aread Damage parameter)


- After launching a missile, some elements with radii and timers remain in the launch area and are displayed until the missile reaches its target point.

- The minimum and maximum missile launch ranges are displayed on the water surface as a boundary and a gradient. If the launch distance is outside the allowed range—either greater or smaller—the boundary turns red, and launching in that area becomes impossible.


Damage
- Targets that are fully or partially within the inner radius receive full damage according to the Damage parameter.
- The outer radius is responsible for area damage and affects targets that are fully or partially within either the inner or outer radius.
- The amount of damage a target receives depends on how close it is to the impact center—the closer to the center, the higher the AOE damage amount.
- Damage to underwater targets will be disabled.
- Full damage to air targets is possible.
- All SLBMs are "Decoy Resistant" to countermeasures.
- It is also possible to deal damage to targets even if they are not visible to the player.
- The missile cannot be launched beyond the boundaries of the game scene.
- All SLBMs have a cooldown mechanism on battle start (30s) - to prevent spamming SLBMs on enemy spawn points at battle start

Examples

- Damage - full
- Area Damage - full

- Damage - full
- Area Damage - not full, depends how far the ship positions is from the impact center

- Damage - no receiving any main damage
- Area Damage - not full, depends how far the ship positions is from the impact center


Balance
Below are detailed data on the current balance of submarines and SLBMs, as well as changes compared to the previous version.
SLBM Missiles
Added new missiles \ rebalanced current ones:
Tier2
- UGM27 - EPIC one \ can be purchased in equipment shop for gold
Tier3
- Bulava \ JL-3 \ Trident II - moved to EPIC \ changed balance
- JL-2 \ Trident I \ R-39 - new RARE missiles
- R-29 Lajner - SLBM from battle pass
- Atlas on Bermuda - rebalanced \ made it SLBM
- YJ-21B on Type 093AG- rebalanced \ made it SLBM
- M-51 on SNLE- rebalanced \ made it SLBM
Locked Submarine Subsystems
Changed balance for a list of locked weapons on submarines


Submarines
-
A uniform air consumption and replenishment rate is set globally for all submarines. Previously, some submarines had individual rates, but now they are the same across all vessels. Regeneration rate is almost double faster than spend rate.
- O2 spend rate is 0.02
- O2 regen rate is 0.035
Slot types:
- SLBM - ballistic missiles only
- ASM - all other missiles only
-
Mixed - all missiles avalable
- Marked as bold text - new slots added






