

The later is often from the wonderful mechanic where your crew quits because they want to drink a beer on the torpedo tubes than put their friend burning alive in front of them.įire: Same as any other game mode except ventilation lowers crew loss chance per tick and ammo wetting lowers ammo damage per tick. Ramming/Flooding: The former is pretty self explanatory but usually only happens with small ships or your insufferable team mates. If you have a good aim, try going for the main gun, secondaries, and torpedo tubes since that also holds crew members. Alternatively, the bridge of a ship is a good way to wipe a good portion of the crew. Shoot at the compartments to eliminate crew, but if a section turns black, aim for other sections since that part is already mostly damaged. This is where crew are and it works similarly to the World of Warships damage saturation mechanics. This is why mines and depth charges are a liability more than a useful weapon.Ĭrew knock out: with the naval rework, it labels the sections of the ship as compartment. (Note: please convert if you don’t use metric.)Īmmo detonation: Aiming at the ammo rack, torpedoes, depth charges, mines will damage or even detonate the rack, which can either kill or flood the ship. For higher tiers such as 5,7, switch to 1000kgs. For this reason, many 250kgs are more efficient at lower tiers than larger payloads loads. Hull break: 250kgs are enough to one shot most boats and destroyers near the bow. The most important part about naval is how to hurt your opponents, so here’s a list of was to damage a ship. Everything I’ll tell you is from months of trial and error and making it to top tier. Gaijin failed to make a proper tutorial for naval which is rife with too much misinformation and generalization.
