Battlestations: Pacific/Ship Tactics: Difference between revisions

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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. Put your cursor over the enemy, and when it gets nice and big, open fire. Adjust your guns as necessary, but don't lead too much or else you'll end up missing your targets. Your crew are smart enough to lead targets for you, so don't worry too much about them.
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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Machine guns are typically good at low-flying planes, and flak guns against high-flying planes. Use the tracers and flak shot trails to ensure the enemy is bracketed with multiple hits. It doesn't take a lot of ammo to send enemy aircraft down. Speaking of ammo, you have an infinite amount of it, so go ahead and use the "spray and pray" method of shooting down enemy aircraft if you'd like.
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.
 
Unless you're a patrol boat, don't worry about strafing runs. Use the enemy fighters as target practice as they try to damage your hull with their pea-shooters.
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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 - your warship's main cannons - has changed a bit since its last appearance in Battlestations Midway. There is now less emphasis on deflection shooting, or "leading" your targets. In Pacific, most of the aiming is done for you. Pacific has added a kind of auto-aim that shows you exactly where you'll strike an enemy warship - in the magazine, in the fuel, or in the engines. This is not to say, however, that aiming requires no skill. Unlike in Midway, sustained fire will grow increasingly inaccurate, as shown by the expanding crosshair.
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, artillery duels have more emphasis placed on firing individual shots rather than volleys. Holding down the fire button results in wildly inaccurate fire that ultimately is, as some players put it, "all splash, no attack". Unfortunately the auto-aim feature makes it extremely difficult, if not impossible, to strike an enemy warship in its cannons, as all fire seems to be directed at its magazine, its fuel, or its engine.
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 difficult to use, but when they hit, they hurt. Most ships - PT boats being the sole exception, have port and starboard-firing torpedo tubes. PT boats launch from the bow. Torpedoes have a huge range, but they are slow and near-misses don't count, so you have to be close.
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.


Speed is of the essence when making a torpedo run - move in close and quickly, before the enemy can target you. A distraction is often a good idea, but be sure that this distraction can take punishment for a while. Although approaching from behind (since the enemy's camera looks in the direction the guns are facing, you can try to hit them from behind) this is not often possible.
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.


Torpedoes are also best launched in a spread, which reduces the number of ways an enemy warship can manoeuvre. While previously, Midway had torpedoes launch in pairs or in triplicate, torpedoes in Pacific always fire singly - it is, in fact, impossible to rapid-fire torpedoes anymore. This, coupled with torpedoes' faster speed, the ability for humans to make torpedo fans, and a ship's considerably slower stopping speed, makes torpedoes much deadlier than in Midway.
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. There have, however, been a few changes. Firstly, air-dropped depth charges no longer cause ridiculous amounts of damage. Secondly, some destroyers can drop depth charges to the left and right of the stern as well as directly behind, far improving sub-hunting capability. Thirdly, the new ASW Fletcher-class has a hedgehog system which essentially lobs depth charges to the front. Needless to say, this makes ship-launched depth charges considerably deadlier than before.
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.
 
The underwater camera still exists, but submarines can drift in and out of visibility - it is now impossible to see a submarine at depth level 4 using the underwater camera.


Note that depth charges are the ''only'' way of striking a submarine underwater as a warship - torpedoes run too shallow to strike them. It is possible, however, to sink an enemy submarine as a submarine, while both are submerged. It is difficult at long range but not impossible. Doing so earns players the Submarine Hunter-Killer achievement.
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==
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