Any good up to date detailed guides for naval?

IDK what I’m doing in this mode gamers, I play realistic but it seems like more people play arcade now? Aren’t the rewards there terrible? I have the Scharnhorst, but when I used to play it seemed a lot easier to ammo rack and get ammo racked, mostly id just sling SAP and aim below the waterline but that doesn’t seem to work anymore. And most engagements are like 10km+ so im just shooting straight down through the deck aren’t I? I feel like I’m just shooting at the same target for like 5 minutes trying to play where’s waldo after their crew goes below 50%.

A lot of guides are like 2 years old, or just really surface level stuff. Are there like any really in depth guides for naval that aren’t outdated? I feel like I might be able to somewhat enjoy this if I know sorta what I’m doing but right now just feels like a slugfest and praying to god you don’t get targeted by someone.

Youtube videos, written guides, anything really.

Guess I’ll just ask some questions from my PoV on the Scharnhorst.

  1. Against other battleships/heavy cruisers the only thing worth shooting is going to be AP rounds? Should I exclusively aim for ammo racks?

  2. SAP is what I should use against light cruisers and below? What about HE?

  3. Should I manually control my 1.5cm guns? Are they even worth shooting at other battleships or am I just wasting effort? They also seem to miss a lot compared to my main caliber guns.

  4. I assume the playstyle for naval is just look for the lightest target and kill that and try to avoid fighting other battleships if there are easy targets to go for?

  5. Should I limit the amount of ammo I bring, does it actually increase survivability?

  6. Should I play realistic or arcade? What exactly are the benefits of playing arcade over realistic? I don’t have trouble aiming, but I do have trouble identifying exactly what ship im shooting at, my voice lines are in german, do the voice lines tell you what type of ship you locked onto?

  7. Is it better to just use ranging shots exclusively? Or fire in full salvos?

  8. What is going to be a better grinder for Germany? I can buy the Nassau, or I could talisman the Scharnhorst.6.0 seems like its gonna be feast or famine and looking at the guns on that thing they don’t seem like they can deal with 7.0, but the extra SL seems like it would be pretty nice.

So after doing some more research its seems like you want to play the Scharnhorst close up, but how the hell do you even get close? People spawn into naval as late as possible to avoid being targeting, being up front is like a death sentence. Sometimes ill make it on some maps, but like 70% of the time it just gets 3+ ships firing on me from 10km+ out for minutes on end on my way to brawl range before I even close the gap since I’m the closest target.

I’m not the best person to answer your questions, because I don’t play Naval Realistic and I never liked top tiers (battleships are boring to me). But it’s probably better to get any answer at all.

I played Naval Arcade a lot (before the devs simplified the aiming system in the last major update), mostly in 1.0 - 6.3 BR area, but I also spaded a few 7.0 battleships. So while I’m not the most experienced in top tiers, I know how battles look like there.

Naval Arcade was always more popular than Naval Realistic. You can check the popularity of different game modes from the last few months here:

Rewards are similar in Naval game modes, the difference is so small that you shouldn’t care too much about this. The same goes for event scoring, both game modes are very similar. This is actually the most balanced game mode in terms of rewards. Possibly that’s why so many players prefer Naval Arcade.

I stopped playing Naval Arcade, because in the last major update the devs changed the aiming system to automatic and automatic aiming in my opinion is very boring. I don’t find that much fun in Naval Realistic, so instead of switching to Realistic, I just completely stopped playing Naval.

The devs keep changing how shells interact with the water all the time. It’s really easy to get lost in all these changes, but in general shooting too low is not recommended these days. Water will drain the energy from the shell like crazy and you won’t be able to penetrate the target.

I stopped playing Naval over 2 months ago, but from what I understand, currently fires near the turret can cause ammo explosions. So it should make sense to shoot the turret area. You will disable turrets, cause fires and possibly explode the enemy ammo as well. As usual, it all depends from the target you shoot at and what shells you use. You also have to follow update changelogs closely, because this kind of things usually change from update to update.

This is something I never liked in Naval, too many huge damage model changes that you have to follow to be effective in this game mode. Someone who still plays Naval will have to tell you how it works right now, what’s the most effective way to get good result. And soon we will have another major udpate that will most likely add even more changes to the damage model.

It depends from your guns. Main guns shells should still hit from an angle, your secondaries at longer distances can hit from above with very little energy left (that’s why HE shells can still be a good option for secondary guns, but of course it all depends from the guns and available options).

On the Scharnhorst I would probably use AP shells for main guns and SAP (but AP should also be a good choice) for secondaries. These guns have very good muzzle velocity, so it’s not a problem.

This means that you are shooting the wrong areas. If you keep shooting the same area over and over again, you will cause less and less losses among the crew. In the game there is something like the reserve crew inside the ship’s sections. If you kill all the reserve crew in one section, shooting this section more can only kill active crew member in this section modules, which is not very effective. Ideally you want to kill the reserve crew in all sections. Just keep in mind that the first and last sections don’t have any reserve crew, so there is no sense to shoot these sections.

In Naval, you basically have to follow changelogs to understand how the current damage model works. It usually changes a few times per year. It’s pretty much impossible to keep updated guides for this game mode. Especially it’s not very popular, so CCs don’t gain much money from Naval videos.

I don’t shoot battleships, unless they attack me first and I also have a battleship. There is no sense to attack battleships if you use e.g. a cruiser. It’s better to make yourself a hard target to hit, so the enemy will often switch to easier target.

If you want min-maxing everything then yes, it makes sense to use SAP against targets with a lower armor than SAP shells penetration values. In my experience, it’s not needed though, as you can still be very effective with AP shells against heavy cruisers.

HE shells are good against boats, but if I remember correctly a few months ago the devs changed how AP/SAP shells interacts with boats and now they are much more deadly (previously they didn’t do much damage). Just try them both and see how they work these days. Keep in mind, this can also change at any time. HE shells should always be very effective against boats.

You probably mean secondary 15 cm guns. Using them is a personal preference. I used main and secondary guns together, but on some ships I only used secondary guns against standing targets (due to muzzle velocity difference between main and secondaries they weren’t accurate against moving targets).

My priority was always the easiest target. Of course if someone started shooting at me, they became my new priority.

It didn’t matter when I played Naval, but I saw in the changelogs that it will matter now. So this is another change that you have to consider in your playstyle.

Some people like ranging shots, other people like salvos, it’s a personal preference. I always preferred full salvos.

A long time ago, someone asked me why I don’t use ranging shots on my channel, and this is what I replied:

Spoiler

I don’t use this technique, for a few reasons:

  • I prefer to hit hard, especially at the beginning. Making delays between shots decreases your chance to hit hard with your first salvo (this is of course a debatable statement). Because you delay shots, you are always a few seconds behind with your damage. There is also a higher chance, you will only damage (yellow, orange) some areas of the enemy ship, but not destroy anything, when you spread the damage. With first salvo hit, ideally I want to see both destroyed (black) part and the fire same time, which will make enemy life much harder.

  • Since SAP/AP shells became META, I often try to hit weapon racks. And because guns in naval aren’t 100% accurate, using single shot into weapon rack area has poor chance to explode ammo. When you use a salvo, your chance is much higher to first hit the ammo rack and possibly explode it (each shell hit has a separate chance to explode ammo rack). Basically, if you spread the damage all over the enemy, you decrease your chance to explode the ammo rack.

  • With HE shells, it’s usually a good idea to spread the damage. Because with HE shells, you want to ideally destroy parts (make them black) on the deck, which kills whole the crew inside that part. If you have big enough explosive mass with a shell, one hit can be enough to destroy one part. So spreading the damage makes more sense, as you can kill the crew quicker. Especially the devs some time ago fixed the bug that allowed HE shells to explode ammo racks by direct hit. Right now you can’t do that anymore, so killing enemy with HE shells usually takes a lot of time.

  • If you use ranging shot, to create constant shell chain, I guarantee you, you will be hugely visible for every enemy. As you can see on this channel, my playstyle is more to stay as invisible as I can, to stay alive. I just don’t like dying. If you shoot the enemy with salvos, you are much less visible. Sometimes it’s even hard to figure out for the enemy who hit him, especially if the guns have longer reload time. With ranging shots, you see the chain of shells in the air, that leads you right to the enemy who use this technique. I also noticed other enemies like to aim you as well, because they can clearly see that you shoot often and see you as a bigger threat.

  • I’m overall pretty lazy. I know its not hard to use ranging shot technique, but that’s still something you need to have on your mind.

In some situations, like firing HE shells with big explosive mass, ranging shots technique should be more effective than salvos. But even then, it’s not a crystal clear advantage without flaws. I also rarely use this kind of shells nowadays. I used to like HE shells a lot, but after many nerfs in the last year or two, imo they are now much worse than SAP/AP shells.

Try both and see which one suits you better.

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Thanks for the big writeup

Always thought it was like the other game modes where rewards are severly kneecapped by comparison, I’ll give arcade a try tonight thanks

Ya, seems to be the case which is why outdated naval videos I was watching seem to be iffy on info they provide

Ya I was thinking about this, for the scharnhorst seems like the 15cm SAP shells have the same explosive filler as the regular HE so I went with those.

Ya I don’t really know what im doing tbh, I can barely identify 90% of the ships I come across. My gameplan is usually shoot for the section with the most turrets and try to ammo rack there, ie if a ship has 2 forward turrets and 1 rear ill try to shoot the forward section for the rack, but if I take out both guns and can’t seem to get into the ammo i’ll go for the back turret, then the middle section for crew.

How do you identify situations where going for ammo rack is superior option to just battling out over crew deaths?

I do feel like some ships really just resist the sharnhorsts guns from 10km+ and I can’t really tell, maybe some japanese/US ships I seem to struggle greatly against, again bad target ID on my part, or maybe im wrong about this. Is there any ships I should be avoiding with 28cm guns from 10km+ out?

Also about picking apart lighter targets, most of my matches seem to mostly be 7.0 ships for the most part, I’ll see the odd bot in a cruiser sometimes for a free kills, but could also just be me not being able to tell the difference between BB/HC/LC etc. I think arcade has enemy name tags with the ship listed? That might help me out a lot.

Ya 15cm my bad, was wondering why they always miss at long range I guess you explain it there with velocity differences. Is there a way to have them automatically shoot without input like your AA battteries etc?

Ya that makes sense, haven’t seen anyone defending full salvos thanks for the explaination.

Back in the days, there was a good tactics, where you could destroy the enemy bridge first and then the enemy couldn’t change their course, so you could very accurately aim for specific areas like ammo racks. But that’s no longer the case, after the devs allowed to steer the ship even with a destroyed bridge.

After this change, I usually aimed my first salvos at the ammo rack (this was hard with your very first salvo) and then just spread the damage out over different sections of the enemy ship (including aiming at ammo racks from time to time). But this is situational, it’s really hard to say how exactly you should behave. There are so many factors involved that there is simply no single good solution.

In the current Naval Arcade, with fully automatic aiming, I suspect it makes the most sense to just hammer the enemy ammo rack. Especially if you know exactly where that ammo rack is located.

Yes, you can see the player name and ship class in Naval Arcade. You can even identify AI bots here easily (single name starting with a capital letter, no squadron, no sqad, always zero score and damage on the scoreboard).

Currently Naval Arcade is full of AI bots, and especially after the devs increased rewards for killing them, it’s really worth attacking them first. They also don’t care if you shoot at them or not, they are not like players who will often return fire. So they are definitely the best targets for you.

I’m not sure how this works with the new automatic aiming in Naval Arcade. Just try it, play a few battles and you will see if they are accurate or not. If the auto aim feature works independently for each gun, secondaries should also be accurate now.

I’m just saying that there are also reasons why using full salvos makes sense. I saw many players saying that only ranging shots makes sense, but I tried both techniques and in my opinion both have some advantages and disadvantages. I preferred full salvos, but I don’t mind if someone prefers ranging shots.

It’s always the best idea to just try everything yourself. Of course it’s worth asking other players, but it’s also always worth having doubts and just checking what suits you best.

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Tried a few matches of arcade not sure I really like it, and ya it only shows ship classes so I can’t even use it to learn ships so that kinda sucks. I’ve been getting my ass handed to me in the Scharnhorst in arcade, and I’m guessing its because I have a giant “Battle Cruiser” tag above me instead of “Battle Ship” so I’m getting targeted instantly I’m guessing.

For aiming is the only control you have where you aim at the ship? Or can you adjust ranging at all?

After the devs added auto aiming in Naval Arcade about two months ago, you just point your cursor at the enemy ship (e.g. where their ammo rack is) and press the left mouse button. If the enemy won’t change their course, your guns should hit exactly where you pointed.

You can still adjust this manually (by moving your mouse up/down/left/right), but you just never know where your guns are currently aiming. So sometimes you have to make completely illogical corrections. Personally, I hate this new auto aiming system so much that I have stopped playing Naval Arcade.

Ya i feel like this might be good to like mindlessly grind while watching youtube or something, but gameplay wise it kinda sucks compared to realistic at least in my opinion so far.

Also idk but I’ve seen some weird stuff happening in arcade. I’ve done well over 50% of crew damage to a ship for someone to rack it and then I get 0 score for that, no assist nothing. This has happened like 3 times in 5 matches now.

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Not so much a guide but watch this guys reviews. You could do it from low BR to highest.

Obviously with latest change in Arcade a bits outdated but generally it still works

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I guess my biggest problem now is just ship identification and what ship characteristics they have.

Getting into a circle map where everyone is 15km away and every ship is a battleship or battle cruiser, in the sharnhorst with the smaller guns I run into problems where it seems like some ships I basically can’t do anything to them at this range outside of lucky shots.

I need to be able to know which ships are going to be the easiest to kill, but im not really sure how to go about learning that without it being overly tedious.

I’d like to be able to look at say 8 different battle ships from 15km out, identify them, and know which one is going to be the easiest to kill with 280mm guns. Right now I just guess and usually wrong.

I’m the exact same, I have no idea what I’m doing. I don’t really enjoy naval arcade so I play realistic, I want to play Britain but I find it so difficult because I don’t have a premium ship and the rewards are so abysmal, not to mention I seem to get slapped up in their 4.7 lineup, I am getting much better with the Moffett, and I’ve just bought the Gneisenau to grind Germany when the update comes, however I really have 0 idea how it works. If anyone has any tips let me know!

I will answer the best I can but I have never played Germany. So this is from a brit perspective.

Vs Heavy cruisers you may have better success with the SAP as you dont need a huge amount of pen and the larger amount of filler would do more damage.

For battleships you’ll probably always want to be firing AP

Yes and no. There is value in hitting other parts of the ship too, like the turrets themselves and the boiler room.

The fastest way to sink a Schanrhorst these days for example is not too aim for the ready rack, but to aim for the ammo lifts within the turrets and start a fire. Nearly always a one shot.

HE and aiming for the waterline even against top tier battleships can be effective at causing flooding, and the same holds especially true for smaller ships. You can do some pretty meaningful damage with HE if you aim in the right place. For Light and Heavy cruisers I would be inclined to weave a few salvos of HE.

With no HE-TF or HE-VT, there is little value to letting the AI control them as they have no Anti-aircraft potential and the AI vs ships will basically never hit. Its just wasting ammo.

Whilst it might not do a massive amount of damage, it will kill enemy crew, start fires on the deck and citadel, etc etc. All of which might not sink the target, but will force them to execute repairs and fire surpression which in turn increases their reload rate. Aiming for secondary guns and AAA positions is a good way to eat through a ships crew.

You can also hit the bridge with the secondary guns and make it harder for them to maneuver. Especially useful if you are at close range and can bring torps to bear.

Eh…

Not necessarily. In something like a Rodney I tend to go for the biggest things first because I know I can actually deal with them and with a long reload, its easier to hit a bigger target.

But with Scharns fairly decent accuracy and good reload rate, you might find value going for smaller targets. It really heavily varies from match to match.

It does, but I also find that whenever I do. I run out of ammo. So ultimately you will need to decide what is better for you. In Scharnhorst. I dont think Id worry too much, because a fire to your turret will kill you either way and nothing can pen your hull to direct hit your ammo rack.

Arcade the ships are faster and turn better. I persoanlly dislike this, but you may prefer the faster pace.

They’ll call out “heavy cruiser” or “battleship” but not exactly what it is.

Identification just comes with time.

You can also go into the multi function menu and with the “attack this target” thingy, it will tell you the class.

Ranging shots are great for… well… ranging, but also when you want to spread fire around a ship rather than in a concentrate area. Its a judgement call when to use what. But usually in a BB, I prefer a full braodside volley, rahter than staggered fire, but in a light cruiser I will spread my fire around.

I’ll leave that to someone else to answer

Is there a way to know what my angle of attack is going to be on different shells at different ranges.

For instance I’m looking at the USS Alaska in protection view looking at what my different ammo does to it, but I have no clue how to simulate an actual shot at 5km, 10km, 15km etc.

Also for anyone interested, you can actually see the names of ships in arcade, just use the bullet follow camera on your first salvo, when the camera gets within like 2km it displays the full name of the ship. Useful for learning ships.