BY: DON 'DONALIAM' RUSH
World Of Warships Game Manual
- Karma This guide is intended for all those who are curious or concerned about how karma works and what it does. As of today (7 Jan 2021), a WOWS Wiki article exists to explain Karma here. Essential information (a summary of what we know) Karma was introduced in patch 0.5.2, in 2016. Your own karm.
- This guide describes World of Warships, the newest game created by Wargaming.net, which is a simulator of battles between powerful warships. It will help you in understanding the basic mechanics of the gameplay and will allow you to control the massive ships from the times of Second World War faster, easier and more effectively.
- Getting Started - A World of Warships Beginners Guide!Ever wanted to start playing World of Warships? Not sure where to begin?This tutorial is a quick begine.
- World of Warships is a free-to-play naval warfare-themed massively multiplayer online game produced and published by Wargaming, following the earlier games World of Tanks and World of Warplanes. Players can battle others at random or play cooperative battle types against bots or an advanced player versus environment (PvE) battle mode.
From the makers of World of Tanks and World of Planes, Wargaming.net has decided to take to the seas with World of Warships. I have studied naval combat of both World War 1 and World War 2, and have also toured various Naval vessels. I am a Navy Nerd so this game really appeals to me. The ships you command are from the World War 1 to World War 2 eras and include Destroyers, Cruisers, Battleships, and Aircraft Carriers. As a lover of naval combat and Navy ships, I was ready to take to seas. In this guide we will go over the basics and getting started in World of Warships.
Your Port
World Of Warships Game Manual
Most games were decided because a team either lost their DD, or gave up a cap uncontested. Next up were the radar cruisers who were supposed to secure caps. Many of them didn't know how to position properly, so now that the DDs no longer died randomly, most games were decided by the ability of radar cruisers to stay save and use their radar.
Once you have created your account and logged in, you will be brought to your port. This is where you build your fleet of ships and also where you select what ships you want to take into battle. You can customize the look of your port with a few presets. As you level your account you will unlock other functions at your port such as modules for your ships, exterior looks and skins for your ship, and most important you will unlock your ship tech tree.
The Ships and The Tech Tree
Now to the most important part of World of Warships, the ships you will be using. The ships are broken into 4 classes: Aircraft Carrier, Battleships, Cruisers, and Destroyers. The ships also have levels, or tiers, and there are 10 tiers. When getting started in World of Warships, you start out at account level 1 and you will find 3 Tier 1 ships: a German cruiser, American cruiser, and a Japanese cruiser. The different ship types and classes are also divided by their country. Some of the countries are limited to one class of ship, for example the country know as Pan-Asia only has Destroyers. The USA and Japan have Destroyers, Cruisers, and Battleships, and are the only countries that have Aircraft Carriers.
At Account level 1 the ship tree is locked, play one battle and you will unlock the tech tree. The tech is what allows to progress and unlock new ships and ship classes. You can also purchase ships using doubloons that are purchased with real money in the Cash shop, but it is not required to play the game. The ships purchased in the cash shop are generally not better or worse that any other ship you can unlock through normal play.
To unlock a new a ship, you simply have to use a ship and gain experience through playing in a battle. The battle will award ship experience points (XP). You use the XP to unlock research modules on your ship. The modules are used to enhance your ships abilities, such as greater speed, longer range, stronger hull, advanced anti-aircraft, etc. After researching the modules, you will have to re-earn the XP again to research the next module, or even the next ship. XP is also a currency along with the in-game coin. After you research a module you will have to purchase them using in-game coin. Coin is pretty easy to obtain through playing. One other note, the XP earned on one ship is not transferable to your next ship or any other ship. At a higher account level you do unlock global XP which can be shared among all ships and you will earn global XP in battles.
Game Battle Modes
World of Warships has multiple battle modes: COOP Battles, Random Battles, Operation of the Week, and Clan Ranked Battles. At level one you are limited to COOP Battles only. In COOP, you are teamed with 7 other players and you just play against 8 Bots. Sometimes if there is not enough real players, bots are also placed on your team. The bots team will consist of the exact same ships and tiers on the player team, meaning if your team goes in with all American T1 cruisers, the bots will be the same.
Random Battles are player vs player battles that usually consist of 24 players, with 12 per team. The teams are a little less balanced compared to COOP mode.
In each battle there are four ways to achieve victory. Your team will start with a fixed set of points and points are gained in various ways, depending on the game mode. Each battle lasts 20 minutes. The four ways to achieve victory are:
- Sink all enemy ships
- Take the other times points to zero
- Reach 1000 points before time expires
- Have more points when the clock reaches zero.
If time runs out and the points are equal, the battle will end in a draw.
Each battle will consist of one of the 3 types: Domination, Epicenter, and Standard.
- Domination - 3 control points that will generate points for your team. Holding all 3 points does not grant victory, but you gain points faster.
- Epicenter - A specified zone on the map with 3 rings. Capture a ring to gain points. Holding all 3 rings does not grant victory, but does increase the point gain,
- Standard - This is the basic mode, 2 base zones, capture the enemy zone and achieve victory.
The ships in each battle are worth points for killing and points for losing.
Ship Class | Points for Sinking | Penalty for being Sunk |
---|---|---|
Destroyers Traders i've dealt with david down's trading page 13. Traders I've dealt with - David Downs' Trading Page Stephen Wylie: My first trader; very grateful to him. | +30 points | -45 points |
Cruisers | +35 points | -50 points |
Battleships | +40 points | -60 points |
Aircraft Carriers | +45 points | -65 points |
Achieving Victory awards more XP and coin for the Ship that you are using. After the battle is completed, your ship will undergo a post battle repair that costs coin. The cost varies depending on how much damage you take. The cost is auto deducted from the post battle award.
Time to set sail
Pull up the lines, set the watch and weigh anchors. This is the basics to get you started on your campaign in World of Warships. I personally have enjoyed playing and as a student of Naval History, I enjoy using various ships from history. I look forward to unlocking other well known ships from history such as the Japanese Battleship Yamato.
As you set sail, I wish you fair winds and following seas.
About the Author
Don 'Donaliam' Rush
Writer
Donald Rush has been a member of the Gaiscioch Family since 2006 and been a video game since the days of the Atari 2600. He is casual gamer of FPS, MMORPG, RTS, RPG, PC games as well as consoles.
About World of Warships
World of Warships lets you experience epic naval combat like never before. Assemble and customize a fleet of gorgeously detailed ships and bring them into a variety of realistic battle scenarios across beautifully rendered real world locales. Jump into a random skirmish for a quick PvP clash, team up with friends for a challenging PvE scenario battle, or put your skills to the test in ranked battles!
RELATED CONTENT FROM AROUND THE WEB
SHARE YOUR THOUGHTS
Please enable JavaScript to view the comments powered by Disqus.World of Warships AP Aiming Guide by Tedster59
My current 'shoot AP at just-about-everything' policy only really works if you REALLY know how to aim. Aiming comes from experience and practice. Unfortunately, they disabled training rooms. One of the best ways to learn to aim was to put some AFK bots on the other side in the ships you wanted to learn to shoot, then sail over and shoot them from different angles in different spots. Then you could do another match and tell the bots to move but not shoot and get some practice leading targets. For now, I guess co-op's could be used for this purpose, but the costs for little gain could make it uneconomical at higher teirs. But when you learn to land AP, the results are devastating. Here's an example of how AP can quickly change what looks like it could be a bad situation:
That's a 2/3 HP Iowa removed from the game in the blink of an eye by a battleship three tiers lower than it, partially because of good aim and partially because of a mistake on the Iowa's part that I forced him to make. Notice I landed 6 'hits to citadel' with that salvo. I will now answer the question, 'What is a Citadel?'
The 'Citadel' of a ship can best be described by this picture:
The 'Citadel' spaces are the areas highlighted in blue and aren't scribbled over in red with my bad@paint skillz. They are the magazine and boiler/machinery areas of the ship.
NOTE: This guide assumes you are in a Battleship and need to make your shots count, as you won't have many, and that you have a basic idea of how to lead targets and land your shots where you want to. While good aim can help, at range your guns will often bounce unless you hit a flat on broadside shot versus another battleship. Cruisers can be citadel'd at longer ranges by BB caliber guns, but are more maneuverable and can dodge your rounds. A Battleship's guns can also have bad dispersion, so I recommend mounting this modernization on all battleships that can mount it (if you don't have modernizations unlocked, you need to reach account level 6):
It is available on IJN Battleships from tier 5 and up (as Gun Fire Control System Modification 1), and tier 9 and 10 US Battleships. Now to the guide.
DD's:
Destroyers actually don't have citadel areas defined for them as a survivability buff they received after 0.3.0, and thus most BB AP rounds will only do 1-1.3k dmg per shell. I recommend shooting HE at their engine area (under the smokestacks) or attempt to hit the deck with the HE to break guns, torp launchers, and more. I am not going to post a picture highlighting the citadel areas. Shooting for the magazines
CL/CA's:
I definitely still recommend shooting for the engines when flat on with BB's. Artificial angle matters more now with the new AP changes that came in 0.3.1, some cruisers can ricochet BB rounds that hit the belt at sharp angles now, so be careful. if you are facing a cruiser at a sharp angle, attempt to punch through its bow or stern instead of ricocheting off the belt.
Battlecruisers (currently Myogi and Amagi only). note that these are some of the ships that produce the most inconsistent results with AP in regards to consistantly landing Citadel hits on them.
BB's
This is the most complicated part, as artificial armor angle DOES matter. A lot of the angle advice applies to cruisers and battlecruisers as well. For the most part now, AP will straight up bounce if you shoot at an angle.
With full fledged BB's, boilers are still a decent choice, but Magazines now become a truly viable option. Only shoot at boilers when side on, or you will bounce off for little or no damage.
The green area is a bit inconsistent at times.
A Battleship sailling at an angle like this to you is almost impossible to citadel. Your only real hope of doing damage to it with AP is to aim for the Bow for moderate damage (highlighted in green the approximate area to aim for). You can also switch to HE and aim for the superstructure to set fires and destroy AA and Secondaries, or simply switch targets or hold your fire until the target presents a flatter angle.
Bow on: Aim a bit higher as your shells will enter the ship at an angle and fall to the waterline. Takes some experimentation.
Yamato is interesting in that it has these angled plates around the rear magazine, which you can punch through at close range. I have highlighted them below.
Carriers:
With Carriers, you are going for the engines and boilers, which are located under the smokestacks (on the other side of this IJN CV). The position varies depending on the carrier, but is often either amidships or at the rear. If you hit the amidships section with AP, you should do moderate damage to all carriers, and citadel those that have midship engines. Another viable option is to hit the deck with HE to set it on fire and prevent them from launching planes unless they use their repair.
Now, some tips on avoiding getting AP'd:
NEVER sail broadside to the enemy if you can avoid it. This presents the largest citadel target area to the enemy, and if they are competent, WILL punish you for it with shots into your boilers. the best course to sail is either towards or away from the enemy at an angle. this allows you to turn to dodge shots and also bait shots into your angled side armor, while still keeping all guns on target.
Always be changing the range. This makes it harder for the enemy to get a good lead on you. Hp envy 5530 manual macranchwestern. Zig-zagging can also help, but be careful about being too predictable. Competent enemies will see your pattern and adjust for it. It works best in ships that can change direction quickly and at range. This also helps avoid long range torps aimed using the lead indicator.
NEVER stop moving unless to dodge torps. A running Alpha joke is 'Stopping increases accuracy … for the enemy. [insert bad laugh track here]' it doesn't help your accuracy, but makes you an easier target. Hard-stopping to avoid torpedoes that you see launch is a viable tactic if they are using the auto-lead to launch them, but the pros and cons must be weighed of the individual situation as to whether it is worth it (and can result in some funny situations when the stars align. video in spoiler below, which also includes an example of aiming with AP at close range, though it may look funny due to replay bugs). Changing speed is a viable tactic to throw off aim and torps at long range, but stopping is a bad idea. Meanwhile, a whole different guide could be written on torpedo dodging, so I will not go into further detail here.
Lastly, some random notes and thoughts on the 0.3.1 mechanics from my experiences:
- Karma This guide is intended for all those who are curious or concerned about how karma works and what it does. As of today (7 Jan 2021), a WOWS Wiki article exists to explain Karma here. Essential information (a summary of what we know) Karma was introduced in patch 0.5.2, in 2016. Your own karm.
- This guide describes World of Warships, the newest game created by Wargaming.net, which is a simulator of battles between powerful warships. It will help you in understanding the basic mechanics of the gameplay and will allow you to control the massive ships from the times of Second World War faster, easier and more effectively.
- Getting Started - A World of Warships Beginners Guide!Ever wanted to start playing World of Warships? Not sure where to begin?This tutorial is a quick begine.
- World of Warships is a free-to-play naval warfare-themed massively multiplayer online game produced and published by Wargaming, following the earlier games World of Tanks and World of Warplanes. Players can battle others at random or play cooperative battle types against bots or an advanced player versus environment (PvE) battle mode.
From the makers of World of Tanks and World of Planes, Wargaming.net has decided to take to the seas with World of Warships. I have studied naval combat of both World War 1 and World War 2, and have also toured various Naval vessels. I am a Navy Nerd so this game really appeals to me. The ships you command are from the World War 1 to World War 2 eras and include Destroyers, Cruisers, Battleships, and Aircraft Carriers. As a lover of naval combat and Navy ships, I was ready to take to seas. In this guide we will go over the basics and getting started in World of Warships.
Your Port
World Of Warships Game Manual
Most games were decided because a team either lost their DD, or gave up a cap uncontested. Next up were the radar cruisers who were supposed to secure caps. Many of them didn't know how to position properly, so now that the DDs no longer died randomly, most games were decided by the ability of radar cruisers to stay save and use their radar.
Once you have created your account and logged in, you will be brought to your port. This is where you build your fleet of ships and also where you select what ships you want to take into battle. You can customize the look of your port with a few presets. As you level your account you will unlock other functions at your port such as modules for your ships, exterior looks and skins for your ship, and most important you will unlock your ship tech tree.
The Ships and The Tech Tree
Now to the most important part of World of Warships, the ships you will be using. The ships are broken into 4 classes: Aircraft Carrier, Battleships, Cruisers, and Destroyers. The ships also have levels, or tiers, and there are 10 tiers. When getting started in World of Warships, you start out at account level 1 and you will find 3 Tier 1 ships: a German cruiser, American cruiser, and a Japanese cruiser. The different ship types and classes are also divided by their country. Some of the countries are limited to one class of ship, for example the country know as Pan-Asia only has Destroyers. The USA and Japan have Destroyers, Cruisers, and Battleships, and are the only countries that have Aircraft Carriers.
At Account level 1 the ship tree is locked, play one battle and you will unlock the tech tree. The tech is what allows to progress and unlock new ships and ship classes. You can also purchase ships using doubloons that are purchased with real money in the Cash shop, but it is not required to play the game. The ships purchased in the cash shop are generally not better or worse that any other ship you can unlock through normal play.
To unlock a new a ship, you simply have to use a ship and gain experience through playing in a battle. The battle will award ship experience points (XP). You use the XP to unlock research modules on your ship. The modules are used to enhance your ships abilities, such as greater speed, longer range, stronger hull, advanced anti-aircraft, etc. After researching the modules, you will have to re-earn the XP again to research the next module, or even the next ship. XP is also a currency along with the in-game coin. After you research a module you will have to purchase them using in-game coin. Coin is pretty easy to obtain through playing. One other note, the XP earned on one ship is not transferable to your next ship or any other ship. At a higher account level you do unlock global XP which can be shared among all ships and you will earn global XP in battles.
Game Battle Modes
World of Warships has multiple battle modes: COOP Battles, Random Battles, Operation of the Week, and Clan Ranked Battles. At level one you are limited to COOP Battles only. In COOP, you are teamed with 7 other players and you just play against 8 Bots. Sometimes if there is not enough real players, bots are also placed on your team. The bots team will consist of the exact same ships and tiers on the player team, meaning if your team goes in with all American T1 cruisers, the bots will be the same.
Random Battles are player vs player battles that usually consist of 24 players, with 12 per team. The teams are a little less balanced compared to COOP mode.
In each battle there are four ways to achieve victory. Your team will start with a fixed set of points and points are gained in various ways, depending on the game mode. Each battle lasts 20 minutes. The four ways to achieve victory are:
- Sink all enemy ships
- Take the other times points to zero
- Reach 1000 points before time expires
- Have more points when the clock reaches zero.
If time runs out and the points are equal, the battle will end in a draw.
Each battle will consist of one of the 3 types: Domination, Epicenter, and Standard.
- Domination - 3 control points that will generate points for your team. Holding all 3 points does not grant victory, but you gain points faster.
- Epicenter - A specified zone on the map with 3 rings. Capture a ring to gain points. Holding all 3 rings does not grant victory, but does increase the point gain,
- Standard - This is the basic mode, 2 base zones, capture the enemy zone and achieve victory.
The ships in each battle are worth points for killing and points for losing.
Ship Class | Points for Sinking | Penalty for being Sunk |
---|---|---|
Destroyers Traders i've dealt with david down's trading page 13. Traders I've dealt with - David Downs' Trading Page Stephen Wylie: My first trader; very grateful to him. | +30 points | -45 points |
Cruisers | +35 points | -50 points |
Battleships | +40 points | -60 points |
Aircraft Carriers | +45 points | -65 points |
Achieving Victory awards more XP and coin for the Ship that you are using. After the battle is completed, your ship will undergo a post battle repair that costs coin. The cost varies depending on how much damage you take. The cost is auto deducted from the post battle award.
Time to set sail
Pull up the lines, set the watch and weigh anchors. This is the basics to get you started on your campaign in World of Warships. I personally have enjoyed playing and as a student of Naval History, I enjoy using various ships from history. I look forward to unlocking other well known ships from history such as the Japanese Battleship Yamato.
As you set sail, I wish you fair winds and following seas.
About the Author
Don 'Donaliam' Rush
Writer
Donald Rush has been a member of the Gaiscioch Family since 2006 and been a video game since the days of the Atari 2600. He is casual gamer of FPS, MMORPG, RTS, RPG, PC games as well as consoles.
About World of Warships
World of Warships lets you experience epic naval combat like never before. Assemble and customize a fleet of gorgeously detailed ships and bring them into a variety of realistic battle scenarios across beautifully rendered real world locales. Jump into a random skirmish for a quick PvP clash, team up with friends for a challenging PvE scenario battle, or put your skills to the test in ranked battles!
RELATED CONTENT FROM AROUND THE WEB
SHARE YOUR THOUGHTS
Please enable JavaScript to view the comments powered by Disqus.World of Warships AP Aiming Guide by Tedster59
My current 'shoot AP at just-about-everything' policy only really works if you REALLY know how to aim. Aiming comes from experience and practice. Unfortunately, they disabled training rooms. One of the best ways to learn to aim was to put some AFK bots on the other side in the ships you wanted to learn to shoot, then sail over and shoot them from different angles in different spots. Then you could do another match and tell the bots to move but not shoot and get some practice leading targets. For now, I guess co-op's could be used for this purpose, but the costs for little gain could make it uneconomical at higher teirs. But when you learn to land AP, the results are devastating. Here's an example of how AP can quickly change what looks like it could be a bad situation:
That's a 2/3 HP Iowa removed from the game in the blink of an eye by a battleship three tiers lower than it, partially because of good aim and partially because of a mistake on the Iowa's part that I forced him to make. Notice I landed 6 'hits to citadel' with that salvo. I will now answer the question, 'What is a Citadel?'
The 'Citadel' of a ship can best be described by this picture:
The 'Citadel' spaces are the areas highlighted in blue and aren't scribbled over in red with my bad@paint skillz. They are the magazine and boiler/machinery areas of the ship.
NOTE: This guide assumes you are in a Battleship and need to make your shots count, as you won't have many, and that you have a basic idea of how to lead targets and land your shots where you want to. While good aim can help, at range your guns will often bounce unless you hit a flat on broadside shot versus another battleship. Cruisers can be citadel'd at longer ranges by BB caliber guns, but are more maneuverable and can dodge your rounds. A Battleship's guns can also have bad dispersion, so I recommend mounting this modernization on all battleships that can mount it (if you don't have modernizations unlocked, you need to reach account level 6):
It is available on IJN Battleships from tier 5 and up (as Gun Fire Control System Modification 1), and tier 9 and 10 US Battleships. Now to the guide.
DD's:
Destroyers actually don't have citadel areas defined for them as a survivability buff they received after 0.3.0, and thus most BB AP rounds will only do 1-1.3k dmg per shell. I recommend shooting HE at their engine area (under the smokestacks) or attempt to hit the deck with the HE to break guns, torp launchers, and more. I am not going to post a picture highlighting the citadel areas. Shooting for the magazines
CL/CA's:
I definitely still recommend shooting for the engines when flat on with BB's. Artificial angle matters more now with the new AP changes that came in 0.3.1, some cruisers can ricochet BB rounds that hit the belt at sharp angles now, so be careful. if you are facing a cruiser at a sharp angle, attempt to punch through its bow or stern instead of ricocheting off the belt.
Battlecruisers (currently Myogi and Amagi only). note that these are some of the ships that produce the most inconsistent results with AP in regards to consistantly landing Citadel hits on them.
BB's
This is the most complicated part, as artificial armor angle DOES matter. A lot of the angle advice applies to cruisers and battlecruisers as well. For the most part now, AP will straight up bounce if you shoot at an angle.
With full fledged BB's, boilers are still a decent choice, but Magazines now become a truly viable option. Only shoot at boilers when side on, or you will bounce off for little or no damage.
The green area is a bit inconsistent at times.
A Battleship sailling at an angle like this to you is almost impossible to citadel. Your only real hope of doing damage to it with AP is to aim for the Bow for moderate damage (highlighted in green the approximate area to aim for). You can also switch to HE and aim for the superstructure to set fires and destroy AA and Secondaries, or simply switch targets or hold your fire until the target presents a flatter angle.
Bow on: Aim a bit higher as your shells will enter the ship at an angle and fall to the waterline. Takes some experimentation.
Yamato is interesting in that it has these angled plates around the rear magazine, which you can punch through at close range. I have highlighted them below.
Carriers:
With Carriers, you are going for the engines and boilers, which are located under the smokestacks (on the other side of this IJN CV). The position varies depending on the carrier, but is often either amidships or at the rear. If you hit the amidships section with AP, you should do moderate damage to all carriers, and citadel those that have midship engines. Another viable option is to hit the deck with HE to set it on fire and prevent them from launching planes unless they use their repair.
Now, some tips on avoiding getting AP'd:
NEVER sail broadside to the enemy if you can avoid it. This presents the largest citadel target area to the enemy, and if they are competent, WILL punish you for it with shots into your boilers. the best course to sail is either towards or away from the enemy at an angle. this allows you to turn to dodge shots and also bait shots into your angled side armor, while still keeping all guns on target.
Always be changing the range. This makes it harder for the enemy to get a good lead on you. Hp envy 5530 manual macranchwestern. Zig-zagging can also help, but be careful about being too predictable. Competent enemies will see your pattern and adjust for it. It works best in ships that can change direction quickly and at range. This also helps avoid long range torps aimed using the lead indicator.
NEVER stop moving unless to dodge torps. A running Alpha joke is 'Stopping increases accuracy … for the enemy. [insert bad laugh track here]' it doesn't help your accuracy, but makes you an easier target. Hard-stopping to avoid torpedoes that you see launch is a viable tactic if they are using the auto-lead to launch them, but the pros and cons must be weighed of the individual situation as to whether it is worth it (and can result in some funny situations when the stars align. video in spoiler below, which also includes an example of aiming with AP at close range, though it may look funny due to replay bugs). Changing speed is a viable tactic to throw off aim and torps at long range, but stopping is a bad idea. Meanwhile, a whole different guide could be written on torpedo dodging, so I will not go into further detail here.
Lastly, some random notes and thoughts on the 0.3.1 mechanics from my experiences:
- If shooting Battlecruisers and Battleships, AP will almost always bounce if you shoot at an angled target. Either switch targets, hold your shot for a better angle, or load HE). some cruisers with thicker belts (such as Senjo/Zao with its 175mm+ belt can also bounce rounds too)
- You can't really one shot DD's anymore with AP. I've started switching to HE at times to shoot them.
- Cruisers are a bit more iffy now, they can be citadel'd at higher angles than BB's, and can also be citadel'd by underwater hits.
- The Standards (the 21 kt US BB's) seem to be a pain to citadel for me with anything short of the 16″/50. North Carolina and up are extremely vulnerable when broadside. always mind your angle when captaining a T8-10 US BB, especially when fighting multiple targets.
- Ranger apparently got deck armor (and is harder to citadel at range now).
- IJN CV's can be citadel'd by shooting the boilers.
- Fires are still stupidly strong IMO, and any ship that can keep you burning should be top priority if it shows you side, such as Cleveland, Mogami, or Des Moines. I will prioritize these over enemy Battleships as they are a far bigger threat with the current fire mechanics.