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  • Naval Academy

  • Greetings, fellow Captains!

  • Today is the second episode of our video tutorial on how to play World of Warships.

  • Last time we showed you how to control the ship and execute maneuvers.

  • Now it's time to learn a few tricks about firepower.

  • Every ship carries an arsenal of guns,

  • ranging from heavy cannons to anti-aircraft guns.

  • Tier VI battleship Fuso, for instance, carries 106 guns.

  • How do you manage such assets?

  • Usually, ships carry three types of armament:

  • primary armament for fighting against heavy armored ships

  • such as battleships and cruisers;

  • secondary armament,

  • which works well against swift and unarmored targets such as destroyers;

  • and anti-aircraft guns,

  • which are quite good for shooting enemy aircraft.

  • Most of the time you will be using your primary armament.

  • Use the Shift key or the scroll wheel to switch to Binocular View.

  • First, check out the indicators.

  • Their number is equal to the number of primary armament guns or turrets.

  • Use the reticle to aim at the target.

  • The green indicator means the gun is ready to fire.

  • The bright orange indicator means the gun is turning to the target.

  • The dim orange indicator means the gun cannot be aimed at the target.

  • The red indicator means the gun is disabled.

  • A similar color scheme is used for the ship status panel.

  • The line under the reticle is the reload indicator.

  • Use the mouse to fire.

  • Click the left button to fire the guns one at a time,

  • starting with the first gun that was loaded and pointed to the target.

  • Click one more time to fire the next gun.

  • Click and hold the left button for sequential fire,

  • with all available guns firing one after another.

  • When you click the middle button or the scroll wheel,

  • the gun is fired and the camera follows the shell.

  • Double click to fire a full broadside-all available guns firing simultaneously.

  • The game features automatic target lock,

  • which makes aiming easier.

  • The enemy will be marked with a white circle

  • and the camera (but not the reticle!) will start following the ship.

  • Learn how to maximize your ship's firepower.

  • Before firing guns, position your ship correctly relative to the target.

  • As an example,

  • Tier III cruiser St. Louis carries a primary armament of 14 guns.

  • When the enemy is directly ahead of St. Louis,

  • only one gun can aim at the target.

  • Just a slight change of course allows four guns to aim at the target.

  • Change course even more

  • and fire a full broadside of eight guns at the enemy ship.

  • Don't forget to look at the ship status panel from time to time.

  • It will show you which turrets are ready to fire

  • and help you adjust your course to make the rest of the guns available.

  • To use the ship's firepower to the maximum,

  • turn perpendicular to the enemy ship.

  • You should consider, however,

  • that this maneuver will also make you an easier target.

  • As soon as you have decided on the line of fire and sight angle,

  • you can lock them with CTRL+X.

  • This will allow you to look around to perform a maneuver

  • or check for lurking enemies,

  • without the guns swiveling to follow your view.

  • Press X to reset the lock.

  • Your guns will stay locked in one orientation,

  • but you will still have to adjust the reticle to aim accurately.

  • Now you are ready to fire.

  • This feature is particularly helpful for rotating turrets

  • that can fire from both starboard and port.

  • Try not to get carried away

  • while firing in Binocular View and lose track of your surroundings.

  • Another enemy could sneak up on you at any moment.

  • From time to time,

  • click and hold the right mouse button to keep your guns in place

  • while you look around and assess the situation.

  • This will help you avoid colliding with allies and islands

  • and evade approaching enemy torpedoes in time.

  • Naval artillery combat may be conducted at long distance.

  • The main guns of battleship Yamato

  • have a range of 14.3 miles (26.5 km) in the game.

  • A shell takes 20 seconds to cross this distance.

  • The target may easily leave the impact zone during this time.

  • To have any chance of hitting,

  • you have to lead the target and fire at the point

  • where the ship will be when your shells arrive.

  • Calculating the lead is not an easy task.

  • Try firing a single ranging shot and watching where it falls.

  • Adjust your aim and then unleash a full broadside.

  • The game features two types of ammunition:

  • armor-piercing (AP) shells and high-explosive (HE) shells.

  • If your target is a well-armored cruiser or a battleship,

  • fire AP shells at its hull.

  • They have a good chance of penetrating the armor belt;

  • if they do, they will explode inside the ship,

  • inflicting serious damage.

  • However, AP shells will pass right through the hull of an unarmored destroyer

  • or the superstructure of any ship, causing virtually no damage at all.

  • That's where HE shells come in handy.

  • They are capable of causing extensive damage to any lightly armored ship.

  • Also, if the enemy armor is too thick for your AP shells,

  • HE hits may set the target on fire,

  • thus efficiently decreasing its survivability.

  • The modules affecting a ship's combat capability are divided into two groups:

  • external- those located outside the hull-and internal.

  • External modules include primary armament turrets,

  • secondary armament guns, anti-aircraft guns (or AA guns), and torpedo tubes.

  • If you damage or destroy the enemy's weapons,

  • the enemy won't be able to fight back.

  • Internal modules include the engine and steering machines.

  • Destroy those, and the enemy ship will lose maneuverability

  • and become an easy target.

  • Finally, the quickest way to sink a ship

  • is to detonate her ammunition magazine.

  • The secondary armament works automatically.

  • It targets the nearest enemy ship heading towards you

  • and having the least hit points.

  • Or you can set a priority target manually by pressing Ctrl

  • and clicking the left mouse button on an enemy.

  • The icon denoting secondary armament priority will appear

  • above the targeted ship.

  • If the specified ship leaves

  • the effective range of your secondary armament,

  • the batteries will automatically switch to the nearest adversary.

  • Making the most of your secondary armament is important.

  • Guns with caliber of 6 inches (150 mm) and larger use AP shells,

  • whereas smaller guns fire HE shells.

  • Thus, knowing the performance capabilities of your ship

  • allows you to seek out optimal targets

  • and fight your counterparts most efficiently.

  • AA guns also function automatically,

  • concentrating fire on striking air groups,

  • such as torpedo bombers and bombers.

  • Aircraft that enter effective range first become priority targets.

  • You may also specify another target for AA guns

  • by pressing Ctrl and clicking the left mouse button on aircraft

  • that you consider the most dangerous at the moment.

  • It is no coincidence

  • that aircraft and ships carrying torpedoes are priority targets for AA

  • and secondary armament guns.

  • Check our next episode to learn why.

  • World of Warships Action Stations

Naval Academy

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