Well, using sequential fire can render this low velocity drawback rather irrelevant.
Isn’t that a setting in the options?
No, I’m referring to setting up a fire pattern using ranging shot for each individual gun/turret, allowing for a much quicker reaction to course and acceleration changes of your target. In an aced Helena’s case, your target will find it considerably more difficult evading shells arriving every 0.4 seconds instead of 6 seconds.
Which is what I’m asking; isn’t that required to be set up in the options menu under keybinds?
If so, I really should set that up
It is a keybind: Ranging shot. But there also might be something in options that does something similar. But yes, it is very helpful to spread salvos or attack rear and front magazines/barbettes with one “salvo”
Yeah, it’s the Ranging Shot keybind. The option listed below that one lets you switch between single gun and turret, unfortunately you can’t change that on the fly during battle without going into Options again.
For the most convenience, I’d suggest establishing a fire sequence with Ranging Shot and then to continue using your main fire button, using which also seems to trigger shots slightly quicker. You can of course alter your sequence or return to salvo fire at any time by pausing your gun fire.
Indeed, and it’s also helpful in CQC when salvo fire would lead to most of your shots missing any targeted weak spot due to proximity or angle of your opponent, by letting you properly align each of your guns/turrets independently in sequence.
I simply have two keybinds: Left mouse is fire primary weaponry. So fires all guns as a salvo. And mouse 4 is ranging shot. So i can always decide. Only thing iirc was that i had to turn “follow shells with camera” off bc otherwise u cant hold the ranging shot button down or it will always follow the first shot and not keep firing, should you wish to do so.
EDIT: oh i read that wrong. Damn i didnt know you could also change between single guns and whole turrets. Thats so cool.
Two major bugs still plaguing naval AB as of 2 September 2026.
Along with minor bug/issues, maybe saying “naval mode is finally dead” is not so far-fetched anymore…
It’s the dark ages of WT naval, they started couple years before this tread even appeared and now we are in the stage where even indulgences sold out like a hot cakes with(Jean Bart and Giulio Cesare). So you could only hope that renaissance and reformation will arrive some day.
Here is another joke for you, in game naval most loaded HE round with 88kg of explosive and 635kg of mass, have less shrapnel penetration than 43kg HE shell with 14.8 kg filler. No wonder that in the naval shells have that pathetic damage from explosions, behind the armor belts. When IRL those fragments will fly with 500-1000 m/s speed and cause a chatastropic damage to nearest compartments trough decks and bulkheads, when in game they just will be eaten by any crew compartment or puny deck. And it’s all on top of that shells in Naval doesn’t produce any shrapnel when piercing armor.
AP shells for comparison.
Kinda ironic to use a Restigouche class Destroyer for the example, that thing loses crew like no tomorrow when hit by HE shells, partly the fault of being rated a frigate in game.
A picture in a match may show more devastating results than the in port tests.
For sure, it’s there only to show how crew compartments even on this weak ship could eat all shrapnel.
Anyone find the top tier battleship battles a bit…underwhelming?
With the modern (WW2) designed battleships and the Russian WW1 ships, where most of their shell room/magazines are located under their waterline, the way to destroy them is a RNG loop of:
- Hope the accuracy RNG guides your shells to the ammo elevator
- Hope the elevator is destroyed and set on fire
- Hope the enemy does not have enough crew skills, so they exhaust slower
- Hope it triggers a shell room/magazine explosion
Since the latest updates, the ships like Marat have been largely immune to this method of killing (despite ammo elevator explosion chance supposedly being based on elevator length), must kill via crew reducing or damaging the hull over time.
Yep they butchered gameplay spliting ships on immortals and one-shot ones.
After the event is over 🤦♂️ At least it’s hopefully fixed now.
Could be worse; could mot be fixed at all.
Absolutely. Better late than never.
I have not tested it myself yet, if/when someone does play a match please let us know if it is fully fixed now 👍
Tested in the test sail and they work OK now so in theory…
The Albatros though is not fixed yet
🥳
😭
Is there a bug report for the Albatros specifically? If there is, someone should add a new comment stating that it is still not fixed after this latest patch/update.
Edit:
Ah, you posted them previously:
Finally got that bug with no damage from underwater hits






