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dont make the mistake to add funels.
https://steamcommunity.com/sharedfiles/filedetails/?id=3380798466
First, RUN, do not attack the torpedo boats head on. Make them come in at a stern chase and hit them as they run in straight lines toward you. They have to turn and open up their broadside to fire, gently turn perpendicular to their course and this will only give them your stern and it gives you time to gently maneuver between the incoming torp salvo.
Second, your build should have your speed to optimal maximum, but also get an unbalanced rudder. I know, it's odd on a BB but it's necessary to evade CERTAIN attacks at critical points. Don't overuse turning with an unbalanced rudder, it will make you slow and that's a torp target. So Optimal Maximum is not just max optimal speed but also best efficiency you can manage as this means acceleration! (Also, you don't need heavy armor, just enough to defend against 4" AP, use the extra tonnage for speed, efficiency and more secondary mounts.)
Third, small guns is a good idea but they are limited in range and only useful when the TB's are already in torp range. You need 6"-8" guns as well, built for rapid firing, so shorter barreled and light rounds. This will hurt your small arms but 3" do good with light ammo. 2" does not. If you want to use standard ammo, you're going to be into 2" guns. You also don't need ANY AP for TB's, use maximum HE and nose fused or lower. Base fused is still very penetrative which isn't helpful against TB's as you tend to just over-pen. TB's have NO armor. Make sure your rear firing arc is maxxed out for weapons. Keep your broadside well armed also, fore should be the lightest armed firing arc.
Last- stay nimble and alert. Notice when torp launches happen and immediately turn 45°-90° from your current heading, in the opposite direction the launch cam from. Turning does two things: changes course but also SLOWS you down. In a BB you can't use acceleration to evade but that unbalanced rudder just dumps speed. The torps have to run at an intercept course for your current Speed and Heading, turning changes both. Best defense is not to be there when the torps arrive.
IIRC, I think you only need to survive and most TB's in this scenario have at most 1 reload. Damaging them at all should slow them down. Just keep hitting the lead boat and change to the new lead boat when they change out due to damage. It's not a realistic BB build but it takes experience in a realistic build to deal with a swarm of torp boats and in reality, BB's are rarely un-escorted in early game. CL's and DD's chew TB's up.
I think I applied most of these things already... but you do not have a lot of options for speed or shell type, you do not have anti-flood or anything... you do not get the technologies. The first missions are basically 1890 + some random unbalanced extra techs.
I just keep failing in the next mission as well. (getting by topedoed or alternatively running out of ammunition). I get the impression, that the developers need to adjust many of the naval academy missions. They are tinkering around with a lot of parameters with their patches. So maybe the missions were fine in the past... but currently they are not.
For now they teach only one thing: You need a ton of good RNG to win this...
Thats very close to the clownboat I was designing... but just goes one step further. I give this a try.
https://steamcommunity.com/sharedfiles/filedetails/?id=3380897475
However, placing the mandatory main gun inside of the ship is a great idea and it helps a bit for getting more secondary guns. Still no success... after sinking 3 of the little torpedo- boats, the rest stays outside of effective gun range until time runs out.
This game is... special.
Start with the square one, even it appears grey.
https://steamcommunity.com/sharedfiles/filedetails/?id=3381056998