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?
- Three types of visibility
- Surface (white circle)
- Airborne (green)
- Underwater (blue)
Each corresponds to detection by certain unit types: ships, aircraft, and submarines. - 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.
- 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.
- 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.
- 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.
- Minimum contact distance
- 1 km for all ships.
- If ships come within 1 km of each other, they spot each other even through islands.
- 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.
- 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.
- New ammo markers
- Separate icons now for missiles, torpedoes, AA, etc.
- Clearly indicates whether they can be “jammed” with flares or not.
- Threat indicator
- Tells you the direction of incoming missiles/torpedoes.
- Also shows where artillery bombs, autocannons, or ramming attacks are coming from.
- 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.
- You can upgrade visibility, viewing radius, Stealth, etc.
- Old “Sonar” and “Radar Radius” upgrades have been transferred to “Underwater Visibility” and “Viewing Radius.”
- 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.
March 27, 11:11
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