Naval mode is finally dead

yeah if it where a german boat instead of shell room its magzine so its instant cutscene

With how quickly fires spread for them, it’s arguably worse. It’s regularly just an instant explosion with no possibility to prevent it. German ships will die to fire spreading sometimes but they can at least extinguish them more often than not.

This isn’t even counting how shell rooms are basically inert irl either. USN data shows that hits there are unlikely to cause fires or detonation of shells.

Well, well, well, well… The changes to prolonged engagements are absolutely fantastic…

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Dude… IS SÓ F GOOD BRO !!!

62k damage
36 ships destroyed !!!
I find my gamemode now with that change.



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Any tips for someone whos getting started in naval?

I got the IJN Haruna in the gamble crates, and since I can’t sell it might as well use it to recover the 10mil I wasted

IJN Haruna my beloved. You pulled a gem there. Tons of primary Guns, tons of secondaries and one of the few japanese ships around that BR with actually very good aa. I used it to grind the whole Japanese tech tree.

Watch one or two naval guides, Shoot well armored enemies with the ap, capital ships at closer ranges you can also go for with the sap that will do more damage when you know you can pen (that takes some knowledge of: How much pen does your spa have at what angle and how much armor does the enemy ship have, especially because he might be angled) If you feel like your sap aint doing anything and you seem to not be able to pen him, just switch back to aphe. Also go for cruisers and smaller stuff with the sap. HE is good vs destroyers or pelting enemy ships superstructures when u cant pen their belt armor.

Angle your ship towards the enemies that shoot you and shoot for their weakspots: Barbettes, where their magazines are: in general below their turrets at the waterline, sometimes slightly behind the turrets, the engine rooms (below the funnels). Maneuver so your weakspots are harder to hit and find out whether it is possible to take less shells so some magazines will be emptied.

It is a game of keeping distance to stuff that wants you dead but be at a distance yourself where you can deal damage to stuff you want to sink, all while keeping the best possible angle so you can bring as many guns as possible on target but also be so well angled that your armor is as effective as possible. So the sort of “dumb” giant circle maps are, while being boring, a good training for: identifiying the most dangerous enemies. You can press t-1-7 (attack enemy) and it will show which of the enemies is a player and what his name is. You identify the ships. See which ones you want to mingle with and which ones you want to stay away from because they are stronger than you. Then you keep disteance from them or possibly can go on a flank around them and shoot the ones that arent looking at you. For that its always very helpful knowing who the actual players are (biggest danger) where they are going so if you want to avoid them you dont get too close. The further you are away from them, the more effective is your armor, the harder you are to hit and the longer the shells travel making it easier to dodge.

EDIT: One more thing that i found to be helpful in the clusterfks that is rb. if youre focussing on a certain area of the map and suddenly you get hit but cant tell where it came from and if a player suddenly has started targeting you. You can tap J and see basically what was the last enemy hitting you (might not work if you have been critically hit by another enemy before) If it shows a player you can then look for him by highlighting/marking enemy ships and find out their names/ship types with t-1-7 (attack enemy i think it is) find out whether his main guns are targeting you or whether large caliber aa guns are automatically targeting you. now you can decide, do you want to engage with him? Does he actually target you? Is he a threat? can u beat him and do you even want to? If yes, angle, bring guns around and the whole taking aim and finding out closing rate begins. If no, can you run? How far is he? Can you ask allies for help? T-4-2 or t-1-7.

Then youll only need to get used to the RB aiming. Set scrollwheel to change aiming distance and blast away. Find out how much enemies are closing distance while your shells are travelling and how your movement is influencing where your shells are going. Your top left reading of the enemies heading and speed can help you with that. You see how your ship is oriented in the top (i think) reading and a small dot showing where he is relative to that. On the bottom reading you see how he is oriented and where you are relative to that. That helps in bad sight or when its hard to make out where he is pointed through gunner sight. Find out if hes moving towards or away from you and change aiming distance accordingly.

you can also with the green marker bring that to the waterline below their turrets or at the engine area and shoot there. The small green chevron shows the distance and middle of the ship you would have to aim for, calculated by your last distance calculation. BUT that is only accurate for your movement and the ships movement the second you get a distance reading. Every distance/speed change that happens in between changes that ofc, since you then dont have an up to date reading anymore. If, since your last distance calculation, you kept your same heading and speed and your target did the same, if you shoot at the distance and right at the green chevron the moment you get a new distance calculation, you will hit right at the waterline in the middle of his ship (most likely engine room). Which can be a very good hit. The excellent ones are at the distance in front or behind that chevron indiating his midships, exactly where the waterline is below your target’s turrets. That is where for most ships the magazines are and can kill them in one salvo.

So it takes getting used to. You can also set a button for “ranging shot” which will make it possible to not only fire full salvos with the standard primary armament button but also fire each of your guns individually. like this you can fire all your guns after each other but (if you want to do so) along the whole length of an enemy ship. Or half the guns shoot at their frontal barbettes/magazines and your other half can shoot at their stern barbettes. in one “salvo” so to say. youll just need to adjust distance while doing so, bc ofc thats not instant and his distance will have changed before your last gun fired. Completely different for arcade aiming though, of course.

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Thanks man!
Gonna try it out this weekend

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Turn advanced damage control off, grind to Oyodo asap, play as a midline sniper with Oyodo and the Kongous.

I recommend grinding out low tier before trying battleships, having next to no reload skill means you’re suffering like aced amercian dreadnoughts do (40 second reload)

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True! didnt think about that. Yeah manual damage control afaik is still better than the automated one. Since it is much more effective to only perform one task at a time. Performing multiple multiplies the timer for both and is also linked to a certain crew skill i cant remember the name of atm…

Performing damage control you will ofc want to take care of the most threatening stuff first: Turrets or even worse barbettes or ammo elevators on fire? Thats the primary action usually. If thats one of the current issues deal with that and ONLY that first. If you are taking in water it depends how much water intake, but usually that is second. Seal the holes and then pump the water BUT if the water intake isnt too rapid you might want to leave that and take care of repairing guns, or engines first and only then pump out the rest of the water. That takes a lot of cancelling stuff but my usual go around is: fire extinguish is on auto so should your barbettes get set on fire it starts immediately to extinguish. OFC because it cant be that easy even while you have pumping water and repairs turned off, sealing breeches above the waterlinie of course still has to automatically kick in. Classic gaijin. You HAVE to cancel that or your extinguish time is at least doubled. Extinguish, assess damage: How much water intake? do you have to stop the sinking first? If not you can repair guns first.

Of course all of that depends on what is on fire. Barbettes/ammo elevators. Top 1 priority. Engine Room also priority since for ships with boilers the boilers can explode and some ships have an insane amount of crew in the engine room which will then be lost and it might also cause further flooding. Secondary guns on fire: Not that urgent, but if you ignore it for too long their ammo can also explode. Fire somewhere on the superstructures you can generally ignore for quite a long time.

ALSO it is important to note that superstructure damage or aa guns maybe even secondaries (as long as you dont need them ofc) have no priority to repair while youre being shot at by capital ships. All that a repaired aa battery will do for you is putting crew back into those that will only be lost again to he pelting your superstructures. You can survive much longer if you only repair the critical stuff that enables you to fight back or run and survive. AA and secondaries wont help you with any of that (fighting other bbs)

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As an addition to this, if someone is just dumping shells into your boilers, it will generally be smarter to not repair boilers until after threat is dealt with.

Had a dude with a Cadorna/Trento line up during my 7th stage for Oktyabraskaya think he’d be clever to aim boilers against my Oyodo with first shot advantage.

He proceeded to - at absolute best - trade a CA for an Oyodo.

At worst, he lost two and a half ships worth of crew for one light cruiser while attempting to throttle evade at 11km.

The general jist of understanding damage control is knowing when to use it - for example; fire on the open deck can straight up be ignored to unflood while a fire in the elevator will have to be dealt with asap.

The biggest piece of advice is do not sail in a straight line and if you’re starting to take fire, evade while the shells are in the air and not as they’re about to hit you.

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Thats a lifehack and a half :-D

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I get it’s elementary school level advice but I watch so many people not even bother with A and D keys in ships, just to get magazine detonated from 15km because they didn’t bother to press a key.

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Wasnt making fun of it ;-) i love it. Actually frameworthy and then put it in the bridge of the ship.

Fair enough.

As a general rule of thumb, @LittleWinston ,the IJN tree is a mixture of insane highs and painfully frustrating lows.

Most IJN ships either suffer from poor armor and guns (Agano is a key example of both poorly armored and painfully mediocre guns) to being almost blatantly overpowered (Tosa, Mutsu).

Very few ships are in-between these two polar opposites. Oyodo suffers from mediocre armor, somewhat poor firerate, poor loadout (6 main guns, 8 open casemate 10cm guns in twin turrets) and no torpedoes.

With one huge caveat: radar assisted anti air. One of the lowest tiered bluewater ships (that aren’t a DD) with the counterpoint of no vtf shells and AA that doesn’t fire until roughly 2 km.

Oddly, despite all of this, Oyodo’s 15.5cm guns are exceptionally dangerous in a tier where ships in general are poorly protected and can kill most ships she sees with deceptive ease.

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Thanks a lot for the tips @ParryACO-psn and @Der_Zerkquetscher!
Looks like I have a hell of a learning curve ahead of me but lets see how it goes

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Youll get there im sure. Youll realize whether you like the gameplay or not and then with the haruna you have a very nice tool on your hand to test some of the higher br battleship gameplay. Theres also some quite good naval guides on yt, jsut look for those to get into it quicker and easier. Especially the aiming can be iffy. i actually prefer the RB aiming and gameplay, sometimes i cant hit shit in ab and i have no idea why. If my aim is bad in RB i feel like i atleast have a clue what i might have misjudged. But youll see what you prefer.

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Let me tell you about my experience with Naval battles.

I really enjoy Naval Realistic Battles. However, I only found them truly worthwhile when using boosters or grinding a tech tree during the Enduring Confrontation Naval game mode, since you could have roughly 2~3 hours of continuous gameplay and accomplish a lot with a 5.7 ship, especially faster ships equipped with long-range torpedoes reaching between 14 km and 20 km.

With the recent change that turned this game mode into Arcade, you no longer need to farm points in the same way, manually aim ahead based on the target’s future position, or manually adjust the distance at which your shells are going to land.

And honestly, this is good! Especially for beginners around 6.7 who are researching modifications and the next ships in the same class. It’s even better when you’re using the famous fast cruisers, such as the Helena or Mikuma.

With these ships, you can literally BURN THROUGH your entire ammunition supply in less than 10 minutes of gameplay against a single battleship, while getting numerous hits and dealing different types of damage that reward you with plenty of Silver Lions and RP.

I use a lot of the Z/S maneuvering tactic. For several minutes usually for less than 1:20 you maintain either a straight or curved trajectory resembling the letters mentioned above. This discourages enemies from firing at your ship because they know that, even with the assistance of Arcade aiming, they will rarely land a good enough hit to destroy you or cripple your ship and reduce it to around 20% of its normal speed.

Of course, the bots in this mode seem to be quite well prepared against this maneuvering tactic, and you can also encounter players who know how to deal with it. But most of the time, you’ll remain alive until you run out of ammunition. At that point, you can decide whether to head toward an enemy port or go directly toward an enemy airfield and camp the bots taking off in Meteors ( 7.7 BR, if you’re playing at a BR where you can encounter Meteors ).

While using the Sevastopol, I managed to get kills at almost 21 km, and in some good situations, even score one-shot kills with shells at around 17 km by aligning my aim with the enemy ship’s main gun turrets.

If you’re moving in the opposite direction for example, the enemy is moving to the right while you’re moving to the left at full speed. I recommend aiming at one ship section behind the enemy’s turret section, while keeping the same vertical elevation as the enemy ship’s highest turret.

Of course, I also took advantage of my level 98 Expert crew. I was frequently able to reach capture points, destroy coastal guns, capture objectives, and then search for a quadrant where enemy bots were spawning aircraft.

For this, I used my biplane to locate the enemy airfield, moving close to the coastline, usually just under 2 km from the shore. I then set my ship’s AI to target AIR TARGETS ONLY and waited for the aircraft to spawn.

And voilà!

In some matches, I managed to get almost 10 aircraft kills before they had even properly taken off all bots, of course.

Feel free to use this strategy or someone else’s. I’m only sharing what has worked for me.

Just take a look at my recent screenshots. And, of course, you can visit my profile and watch my matches, if I’m not mistaken there should be an option to do that.

If there isn’t, please correct me.

Just a reminder: AVOID PROLONGED ENGAGEMENTS against IOWA, SOYUZ, or YAMATO.

In this kind of fight, where you’re not very effective against them, they have the advantage in EVERYTHING .

image

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The american light cruisers suffer from painfully low velocity which makes accuracy really annoying.

Sub 10km they’re obnoxious. 10km+ they’re borderline worthless.

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Look : Arcade.

The USS Helena is a good light cruiser if you use it primarily to set enemies on fire rather than trying to penetrate them. Of course, you can use armor-piercing ammunition against light and medium ships, but you’ll be losing a significant amount of Silver Lions in the long run.

For me, the vehicle was actually quite enjoyable to play, even in Realistic Battles, when I first bought it. I’d go absolutely crazy, dodging enemy salvos sometimes successfully, and other times failing miserably. When there was nowhere left to run, all I could do was unload the entire ammunition supply of my Helena into the center of an enemy ship, leaving them with HUGE crew losses thanks to the constant and uninterrupted fires.

If I were to list the pros and cons of every single ship in the game, then no ship would be good and no Naval event would ever be good either, because every ship will always have something it does better than another.

Shell dispersion depends heavily on how you move the ship while firing. Try, for example, firing while making a tight turn with your ship. The shots will certainly land in a different area, with a slightly less concentrated spread across 2 or 3 sections closer to your point of aim.

It won’t be the same as firing while traveling in a straight line and then immediately changing direction before your next shot. If you want precision, hold your breath. If you want to play naval Russian roulette, then run around like a maniac from side to side while firing in Arcade/Realistic Battles, and eventually you’ll hit something.


I use this ammo to hit enemy’s for farming lions

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