Guides / Instructions / Tutorials
March 27

Hints for Modern Warships Content Creators about the new Visibility System 2.0

What was wrong with the old visibility system?

  • Limited opportunities for development and scaling.
    The old system was too rigidly “hard-coded.” It was difficult to improve or link it to new mechanics. As a result, players got almost no useful information to apply in battle.
  • No dynamic aspects.
    Visibility parameters didn’t change based on what players did in a match. Once you were spotted, all you could do was hide and hope for the best.
  • No airborne detection.
    There were only two detection types (surface and underwater). Aircraft on the radar were not handled as a separate category.
  • Unlimited viewing distance.
    If someone saw you, you could only hide behind obstacles. With enemy aircraft hovering above, staying hidden became nearly impossible.
  • Limited “Stealth” functionality.
    It only worked visually: the ship’s icon got smaller on the minimap, and that was it. There were no tactical advantages or real protection from being spotted.
  • Weak minimap.
    It showed only a small area around the unit and didn’t provide an overall battle picture. There wasn’t enough info to make critical decisions.
  • Primitive detection indicator.
    On ships, there was just a small icon saying “You’re spotted.” Aircraft didn’t have even that.
  • A single marker for all ammunition.
    Missiles, torpedoes, AA—all shown with the same red triangle, making it hard to tell what exactly was incoming.

What’s new?

  1. Three types of visibility
    • Surface (white circle)
    • Airborne (green)
    • Underwater (blue)
      Each corresponds to detection by certain unit types: ships, aircraft, and submarines.
  2. New minimap
    • Shows the entire battle area at once (instead of only the zone around the player).
    • Displays terrain, cover, and even destructible objects.
    • Has a grid and coordinates to share info with allies easily.
  3. Dynamic visibility
    • Movement penalty: the faster your ship goes, the more visible it becomes.
    • Firing penalty: visibility increases when firing; each weapon has its own penalty percentage.
    • Penalties stack if you’re already spotted. The higher visibility remains only while you’re detected.
  4. Stealth
    • Reduces all visibility types by a certain percentage.
    • Available to vehicles that were built with “stealth” technology in real life.
    • Actually works now, instead of just shrinking your icon on the minimap.
  5. Recon data
    • Lets you see a target longer after it leaves your visibility range.
    • The more Recon data a unit has, the longer it keeps the enemy spotted.
  6. Minimum contact distance
    • 1 km for all ships.
    • If ships come within 1 km of each other, they spot each other even through islands.
  7. Viewing radius
    • Within your viewing radius, you can get full info on enemies, see every unit type, and aim at them.
    • On the minimap, a gray cone marks your viewing angle and a boundary line shows your viewing radius.
    • Allies and enemies outside this radius appear only as outline icons on the minimap.
  8. Detection indicator
    • Shows whether you’re detected by a ship, by aircraft, or due to minimum contact distance.
    • Located under the minimap, and you can adjust its position, size, and transparency. You can also disable the detection sound in settings.
  9. New ammo markers
    • Separate icons now for missiles, torpedoes, AA, etc.
    • Clearly indicates whether they can be “jammed” with flares or not.
  10. Threat indicator
  • Tells you the direction of incoming missiles/torpedoes.
  • Also shows where artillery bombs, autocannons, or ramming attacks are coming from.

11. Smoke screen

  • Greatly reduces surface visibility and resets airborne visibility (as long as you don’t fire).
  • Works like an impenetrable “wall” if your entire ship is inside the smoke.

12. New parameters in the lobby

  • Ships/drones: three visibility types, Stealth (if available), movement penalty, Recon data, viewing radius.
  • Aircraft: three visibility types, Stealth (if available), Recon data, viewing radius.
  • Weapons: firing penalty.

13. Upgrades in the workshop

  • You can upgrade visibility, viewing radius, Stealth, etc.
  • Old “Sonar” and “Radar Radius” upgrades have been transferred to “Underwater Visibility” and “Viewing Radius.”

14. Helpful tips

  • Keep an eye on visibility penalties. Rushing at full speed and firing all weapons may not always be the best idea.
  • Make sure your ship is fully hidden behind cover (consider all its bounding points).
  • Don’t just charge forward for a quick spot; it’s better to provide your team with a lasting detection of the enemy.
  • Consider firing penalties when choosing weapons—this will affect your combat style.

Friends, in your new videos about the visibility system, please cover:

  • What Visibility is and its types (surface, air, underwater).
  • How all the distances work (viewing radius, minimum contact distance, etc.).
  • Which factors affect visibility (penalties, “stealth”).
  • The new indicators (ammo markers, threat indicator, updated detection indicator).
  • The new parameters you can upgrade in the workshop.

Thank you! Your contribution helps players understand the game better and have more fun playing.