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  • Manual aiming for new players v1.3 - Revised

    04. 18. 2006 12:22

PCShogun
Thanks for those who added to the original manual, this is release 1.3

Auto aiming was getting me clobbered so I finally decided to spend the time and
learn manual aim. It looks tough, but isn't as bad as it seems. Getting good at it,
now thats tough.

FIRST LESSON:
DO NOT PURCHASE AIMING or FINDING FCS and then jump into a room and expect to
do well. You will die a very frustrating death. Start a training room and practice there.

DO NOT WAIT UNTIL YOU HAVE A CL BEFORE LEARNING MANUAL. This was my
mistake. Now I have little money and I am losing battles because auto fire is weak
due to turret seperation on cruisers, and learning manual takes a week/month to
get comfortable with. (Some folks have stated that Manual in a DD is not a good
idea. If this is your belief, be sure to allow money for low income battles until you
become better with manual and can survive a few engagements). Buying a CL too
early will cost you bocoup credits when you have to sell that CL to get ammo money.

LESSON TWO:
Pressing F5 will put a overlay of the keyboard on your screen and can be used for a
reference. DO NOT GO INTO BATTLE WITH THIS SCREEN UP. You will not be able to
see crap until you press F5 again to make it disappear.

Use F11 to start 3D mode. With 3D mode on you can zoom out with the mouse scroll
wheel to see more of the screen. THIS IS A REQUIREMENT FOR LONGER RANGE
GUNS. To zoom out without a mouse scroll wheel, use the [ and ] keys. This WILL
make it harder to see planes. I do not have a solution to this so you Super Uber
players can comment on this issue. You can also zoom in and see the rust stains on
my ship (keep meaning to get that fixed). Other than that, however, it is of no use
to zoom in what so ever.


LESSON 3:
Letters Q and E move the guns together. A and D move the guns AS A UNIT to point
port or starboard. THIS IS THE KEY!

Use Q and E to get your guns together, pointing in the right direction. Then use A
and D to move the sight lines to the target.

If your turrets are moving slowly, on the right of the screen is the TDA (Turret
Direction Accelerator). Turn it on by clicking the switch and the guns will aim much
faster, perhaps too fast. Try it and see. You can also turn it on via the left CTRL key.

Press and hold the shift key to slow the rotation down if you need to be more
precise.

Practice aiming the guns, without firing , as you manuever the ship. Sharp turns will
force you to re-aim the guns

LESSON 4:
The W and S keys control the gun elevation. This is an art that only practice will
perfect. Press W for a few moments to get the elevation up. The elevation is visible
in two locations, the center and the left side wheels. Ships with planes have the
center section covered up but the elevation is still visible on the left side of the
panel. DO NOT FIRE until you have moved the elevation beyond 1 degree or you may
damage yourself. Unless you are committing ritual suicide in a battleroom, this is not
a desireable thing to do.

Now, fire a few rounds. The splashes should appear and stay on the screen. Use
these splashes to judge where your shells will fall in battle. Line these babies up on
your target and blast away. Unless your target is in a coma (or AFK) he is gonna
realize something is wrong and move. Use your W and S keys to adjust the range
and keep at thim. Hopefully the drone is now dead. Do this a few times, and when it
feels smooth, Then, and only then, try a real battle.

TIP: Try crossing your site lines using Q or E and then set your elevation so
the shells land where the X is. This is a way to maximize your hit potential upon a
enemy target.

TIP: Find a set of guns you like and stick with them. This will speed up the learing
process of the gun angles and save you money from trading in gun mounts
frequently as you will not get all the money back when you sell the old guns.

TIP: Higher elevation shots can have dramtic hang time. Be sure to keep this in mind
when targeting a ship, as the enemy can move out from under the volley while the
shots are in transit to the target. Lead your targets more for high elevation shots.
High elevation shots will strike against the usually weak deck armor and is a good
tactic when going against a heavier armored opponet.

LESSON 5: First Battle.
OK, Your in the room with that Aiming FCS installed. You feel nervous because
manual is still new. DO NOT RUN CHARGING INTO THE FREY.

Take the time to get your guns aligned. Zoom out a little bit with the F11 key and
your mouse scroll wheel. Now, aim to a spot where your team mates ships are not
(very important) and fire 1 or 2 broadsides to get your reference splashes. Got that?
Good.

Now move closer to the fight. Watch those torpedos, dive bombers, and battleships.
Pick a target that isn't gonna run up on you in 0.4 seconds. Fire a shot. YOU HIT!
great, adjust range and unload. BOOM, HIT HIM AGAIN!!! Guess what, you are now
firing manual just like a vet. It only gets easier from here.

PS. for those still intimidated. I learned this in 1 day. I am not great, but I can at
least aim and fire. It is getting easier.

MORE TIPS: Just some things that work for me.

AA fire seems to work good at 35 degrees elevation as an average. Set to this
elevation and blast away at planes for extra credit. With AA fire, shoot at the
shadow of the plane on the water, not the plane itself.

Stay with the same guns for awhile, this is the only way to learn the elevations
needed for close in attacks which can be tricky for the new player.

Cannot see where the shells land? Your BO affects this. As he goes up in level, the
range you can see will improve.

Not doing much damage at long range against larger targets? Its probably due to
deck armor. BB/CA/CL2's are afraid of dive bombers and tend to armor their decks
accordingly. Lower your elevation for a more direct attack against the belt armor
instead.

Not doing much damage against a targets belt armor? Raise your elevation and hit
his deck armor with lobbed shells. Heck, he cannot be armored everywhere, can he?
(Exception to this rule, BB3's, 4's, and now 5's).

Just not getting through the armor? Use AP shells. Still not getting through? Your
guns are too small, pick another target or run like a bunny.

WISDOM of PCSHOGUN:
'Mastering a skill, once thought impossible, builds self esteem and respect from your
peers'.
  Index

  • Re : Manual aiming for new players v1.3 - Revised

    08. 14. 2006 10:11

hellfire69
thank for the tip

  • Re : Manual aiming for new players v1.3 - Revised

    08. 13. 2006 12:16

DementedMind
" (Some folks have
stated that Manual in a DD is not a good idea."

i dont understand why do they think that its not a good idea...of course its a good
idea!

what about Gearing(and all other remodels)...if you use auto then you wouldnt able
to use the rear gun properly.

Kagero and Fubu = basically the same reason as gearing

Atlikiski (sp?) = both side of guns are too far seperate to use auto.

Z99 = both side guns are little seperate

and plus at least 5+ dds out there thats better off with aiming

  • Re : Manual aiming for new players v1.3 - Revised

    08. 13. 2006 11:55

drevil101
great guide a must read for new players

  • Re : Manual aiming for new players v1.3 - Revised

    08. 13. 2006 11:28

Hant
good guide recomended it :-)

  • Re : Manual aiming for new players v1.3 - Revised

    08. 13. 2006 04:08

darksentry
BUMP!

  • Re : Manual aiming for new players v1.3 - Revised

    05. 12. 2006 21:27

DonnieBrasco
good stuff, i'll give it a try...i hope i didn't wait too long.

  • Re : Manual aiming for new players v1.3 - Revised

    05. 12. 2006 13:29

PCShogun
Think I said this before somewhere.

AUTO FCS exists for two reasons.

1: It allows new players to get into the enjoyment of Navyfield without the
frustration of learning manula aim as you are also learning the other aspects of the
game.

2: Some folks may have disabilities that would prevent them from using manual. Ie:
3 fingers due to an accident, Arthritis, nerve damage, etc. Not their fault, but would
eliminate you from manual aim.

Manual aim is not a requirement to success. Realize, however, that manual aim will
give the veteran player advantages over those who use auto.

  • Re : Manual aiming for new players v1.3 - Revised

    05. 12. 2006 09:00

Yoyobuae
I dont think using manual in FF or DD is pointless. While it is true that the guns are
not that far from each other on such small ships, the ships you'll be facing probably are
small too. And when the target is moving straight at you its width becomes even smaller.

Auto FCS might be of some use on FF/DDs but Manual FCS is better, once you learn to handle
it. And with the fast reload times of FF/DDs you might as well start learning Manual, the
accuracy bonus is nice too. The only real reason to use Auto is being lazy and not
wanting to think much while playing.

  • Re : Manual aiming for new players v1.3 - Revised

    05. 12. 2006 04:52

roman2440
I learned to use manual in DD as well, and it is far more accurate and I do more
damage than I would with Auto even with 4" guns.

What I've found usefull is to not use high angle firing with small caliber guns. Max
out your angle at 19 or so. While it limits your range some (not much with the small
caliber guns), it does make a lot easier to walk the range from extreme direct range
to point blank direct range.

I have found that in learning to use my guns in this way, it has helped me vastly in
those cases where high angle fire is neccessary later when the range on the guns
increases.

  • Re : Manual aiming for new players v1.3 - Revised

    05. 12. 2006 04:06

my_anarchy
very good guide, i learned manual aiming in a fubu where i didnt have to fully
depend on my guns for exp.


here is a little firing guideline for jap 7.9" and 8" l guns

40 deg max range
4 deg close range
20-26 deg gets you to the end of your guidelines.

thats what i always remember in my mind when im driving my myoko or mogami
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