![]() I found out that if your missiles fly PAST an enemy squadron they are subject to screening AA fire. Long range missiles are really cool but expensive, rare, and moderately effective. ![]() Rooks are great because you can cause massive damage and escape unscathed, weakening the frigates for your Novgorod or whatever it's called to clean up with the 6 gun 180mm batteries. Then, you need to think about what each craft might accomplish as it's deployed, and how long you plan to fight with said craft, until you retreat. the game is easy peasy until you need to engage frigates. Infrared can be used to hunt down traders if you park your ships on supply chokepoints and lie in wait. You can use radar too, but it will get you found and killed far to easily on hard difficulty. For the strike group, equip at least one ship with infrared detection and one with ELINT. I currently have two roaming lightning + skylark groups, pretty effective! there is apparently no max range, not sure why I thought this. ![]() Skylark or martingale is necessary, but only one - you can support at least two other craft to the max strike group range pretty easily. Gepard is good, Lightning is FAST AF but needs modification to be a good fighter, rooks are fast and CHEAP. You NEED to think in terms of having a main assault force, and a smaller, faster strike group. Buy the special ammunition and use it sparingly. Don't even bother shooting those places with default HE rounds - they do so little damage you are wasting your time. Study the enemy and make note of the armor locations for each ship. I have found that the larger the caliber, the more effective the special ammunition, So 130mm armor piercing rounds are disgusting, but the smaller calibers don't seem to benefit as much. However, each type has different flight characteristics and so you have to know what you're up against to pick the proper round. Prox fuse rounds are also ridiculous against unarmored ships, or if you can get the undershot on a larger vehicle. I one-shot a freaking armored frigate with a plain old 130mm armor piercing round! Incendiary is a must buy for the smaller calibers and I just buy out the stores of their stock, since it's quite cheap. Special ammunition is broken, all types. With enough speed the bombs will carry your momentum and so you can torpedo bomb from below. When I make the decision to attack a strike group head on (usually just for fun.) I send in two rooks first. Very nimble and the bombs are highly effective against larger targets. Rooks are awesome, the default bomber craft. Some minor things of note that I have found effective: The Gepard is an extremely fast and tough to detect craft, and by adding this extra cannon it becomes a go-to infiltration craft. This final step is the addition of a 130mm medium caliber cannon and the requisite power and ammo components.
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