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changed the article with better tactics
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===Air Defences=== | ===Air Defences=== | ||
[[Image:BSP_AntiAir.PNG|right|thumb|Don't lead targets too much.]] | [[Image:BSP_AntiAir.PNG|right|thumb|Don't lead targets too much.]] | ||
Contrary to popular belief, you actually don't need to lead your targets much when it comes to anti-aircraft armament | Naturally, most vessels are equipped with at least some form of defense against air assault; Which can come in the form of machine guns and triple-A (Anti-Air Artillery). Contrary to popular belief, you actually don't need to lead your targets much when it comes to anti-aircraft armament, as the game provides a major degree of aim-assist when aimed, in this way. Note that the crosshair changes; If it expands then that means the target is within firing range. | ||
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|contents=Anti-aircraft fire can also be used to great effect on enemy patrol boats. Don't bother using them against anything bigger though. | |contents=Anti-aircraft fire can also be used to great effect on enemy patrol boats. Don't bother using them against anything bigger though. | ||
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AA can be leveraged against surface targets, as well as aircraft, but don't expect them to be of any effect on craft bigger than a Patrol Boat (PT) or Landing Craft (LST) but try and prioritise Bombers than fighters. The latter are less of a threat than the ones that carry torpedoes and bombs and should be dispatched, before they get into striking range. | |||
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===Artillery=== | ===Artillery=== | ||
[[Image:BSP Artillery.PNG|right|thumb|Artillery is the core of ship-to-ship combat.]] | [[Image:BSP Artillery.PNG|right|thumb|Artillery is the core of ship-to-ship combat.]] | ||
Artillery | Artillery are your warship's main guns and have been slightly changed a bit since Midway. Artillery have stronger aim-assist, meaning much less so on leading your shot. The aiming system now has indicators to denote vital parts of an enemy target; This is mostly the Magazine, Bridge and Engine components to help cripple an enemy vessel. | ||
Therefore, | Another thing to note that sustained fire leads to far less volleys than timed bursts, hinted by the crosshair expanding as the cannons fire. Therefore, firing at the enemy with plenty of time to allow your guns to recalibrate allows you to sufficiently damage opponents from further range; This can be more truer for Battleships, where their superior range should be exploited to snipe enemy shipping from a safe distance. The less-accurate but sustained fire should be left to closer engagements where accuracy is less of a concern when it comes to spraying the enemy during brawls. | ||
Certain naval supplies can help your artillery quite a bit, namely the Autoloader (rapid fire, but hard to hit things with), the Targeting Computers (deadly accuracy), and improved shells which cause increased damage. These supplies are rare, however, and it is difficult to combine them. An autoloader and targeting computer combination can be extremely deadly. | Certain naval supplies can help your artillery quite a bit, namely the Autoloader (rapid fire, but hard to hit things with), the Targeting Computers (deadly accuracy), and improved shells which cause increased damage. These supplies are rare, however, and it is difficult to combine them. An autoloader and targeting computer combination can be extremely deadly. | ||
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|contents=Although Midway had players on water repair consistently, in Pacific things have changed a little. Not only is fire a factor, but if your crew is assigned to the neutral slot, the hull itself can be repaired, although slowly. This effectively means that a ship can regenerate its health, almost completely, if you leave it around for too long. | |contents=Although Midway had players on water repair consistently, in Pacific things have changed a little. Not only is fire a factor, but if your crew is assigned to the neutral slot, the hull itself can be repaired, although slowly. This effectively means that a ship can regenerate its health, almost completely, if you leave it around for too long. | ||
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Torpedoes are | Torpedoes are a deadly weapon when used correctly. Patrol Boats, Submarines, Destroyers and Torpedo Bombers have access to these underwater munitions to strike vessels below the waterline, causing the hull to flood. | ||
They are however difficult to use as their slow speed and clear visibility will force the target to take evasive action. The best way is to launch torpedoes as close as possible, to give the enemy less time to react to them. | |||
If range is a must then they are also best launched in a spread, sacrificing accuracy for a much bigger chance for a hit whenever the ship tries to make evasive action. Compared to midway, Torpedoes are fired much slower, but compensate for higher speed yet the AI tends to react to torpedoes much faster than before, exaggerating the importance of the tactics above. | |||
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===Depth Charges=== | ===Depth Charges=== | ||
Depth charges haven't changed much from Midway. | Depth charges still serve as the main defense against a submarine attack, but haven't changed much from Midway. They have been nerfed when air dropped yet they have been improved in a way that they can be dropped in multiple directions, allowing for far more hits on a suspected submarine. Some ships even have a catapult designed to launch depthcharges ahead of them, allowing them to engage the enemy without having to cruise over them. | ||
A combination of sonar and the use of the underwater camera is essential to gauge deployment but note that depth charges are the ''only'' way of striking a submarine underwater as a warship as torpedoes run too shallow to strike them. Submarines can be engaged by each other and doing so earns the achievement 'Hunter-Killer'. | |||
==Emergencies Onboard== | ==Emergencies Onboard== |