Or, even more dangerous while you’re underwater, their depth charges. Without getting smashed by the aforementioned fireball launchers (like, seriously, Wargaming, what even?!), or the main guns of the ships you’re trying to sink. You need to pick that perfect moment to get close, loose your fish into the water, and flee to a safe distance to surface, in preparation for the next run. Managing oxygen makes those tense underwater approaches even more critical, as not does your chance to be detected go up the closer you get, but you’ll also be watching our oxygen gauge tick down to empty. In reality, if you were to model submarines accurately in the game, they’d be able to spend an entire match hidden below the waves, but Wargaming’s more interested in balance and drama than simulating how submarine tactics and anti-submarine tactics really worked. Of course, timing those depth changes is the tricky part you can only attack while surfaced or at periscope depth, and the deeper you are, the quicker you burn through your oxygen supply. At each depth, they become harder and harder to detect, from being as obvious as any other ship, to nigh invisible at depth. They can operate on the surface, like any other vessel in the game, or submerge to periscope depth, or to two even lower depths below the waves. But added to that gameplay are two new metrics - depth, and oxygen. In a lot of ways, submarines play like destroyers, constantly circling larger targets before firing off a spread of devastating torpedoes and then turning tail. But the broad strokes should still be the same. Well, what’s likely to eventually roll out in the coming weeks could well be tweaked from what I recently played during a visit to Wargaming’s St. They play it five times, enough times to get all the rewards, but they're not all that replayable.” “We find that with these limited modes most people don't play them a lot. “So we're just running the mode for a couple of weeks, two weeks,” Artur says.
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