Guide Ammo and Guns Guns and Bullets: Remarks: The difference between N, L, D and A Types of the gun: N ~ Normal Type: You can call it as a standard gun. Each requirements are between Type L and Type D. L ~ Long Shooting Range Type: Has the longest range in all types of gun, Gun is much heavier than Normal Type, Request space more and Reload time slower Type N and Type D. D ~ Short Shooting Range Type: Has the shortest range in all types of gun, Gun is lighter than Normal Type, Request space less and Reload time faster than Type N and Type L. A ~ AA Gun Type: Only for the AA Gunner or the DP Gunner to use, This types of gun can install HE bullets if the game has provided, Reload is the fastest in all types. The difference between the Ammo Types for the gun: HE ~ High Explosives. Comes in 3 types, light, normal and Heavy. (Using these varieties heavy normal and light, The light HE has the longest range and the heavy has the most damage. DD's usually use the heavy HE whereas most CL's and bigger use light HE. There are a few exceptions to this Sirius and Brooklyns with triple 6" mostly use the Heavy HE for the improved broadside damage as their main target is DD's so range isnt as much of an issue.) Light: Travel longer range, with a smaller damage rating. Normal: Normal. Heavy: Travel shorter range, but it has a higher damage potential. AP ~ Armor Piercing. (This is a very low damage shell designed purely to hit people with large amounts of armor works best when used at the ideal angles for hitting either deck or belt which will be explained later) APC ~ Armor Piecing. For players vs heavily armored ships where the HE will do a little damage or no damage. (This shell is only available to low caliber guns < 6" however it is far better than AP in that it does very good damage at the ideal angles) AAC/AAA ~ Anti-Aircraft shells for shooting the planes. (AA:Your Standard AA shell to hit planes with this you will generally use the "Golden angle" which can be found at trainworld.us this angle is usually between 30-40 degrees but for some AA guns it can go higher than that) AAC: This AA shell splashes when it hits planes or reaches the height of its arc does a little less damage to planes but a tight spread of this can wipe out a bomber squad quickly certain high caliber DP (dual purpose) guns only use this type of ammo (the jap 6.1" triples for example) this too uses the "Golden angle" from trainworld) FC ~ Fireworks shell, it first appear in the event week. It should not has any damage to the plane. (This shell has no effect on planes, it only has a couple of uses one is it forms a great distraction fire alot of these shells into the air and then have a mate launch a spread of torps from nearby you alot of people will have trouble spotting the torps through the flashes of the FC shells. The other use is for celebrating a milestone for example your 1000th kill or getting a new ship type.) re: XP First gun XP is determined simply by the size of the barrel (ie 8" gives more XP than 6") the range at which the damage was done (long range = more XP) and the size difference of the ships (shooting bigger ships is more XP than shooting smaller ships) from this we have a better idea of what guns are good for our ships re:Spread The spread on your guns is a hidden factor of the guns and hence each gun will have its own accuracy which you will learn by trial and error however I have noticed that single barrel guns spread less on average than multi barrels. re:Angles The angle of your gun will affect the amount of damage you do max range for guns is at 45-55 degrees (however if your gun doesnt go this high the max range will be at the max angle) any angle above about 50 degrees is called high angle. Angles between 0-15 degrees are best for Belt hits (green hits) they will do almost max damage at 15 degrees and they will do slightly more the closer the opponent gets Angles greater than 35 degrees are best for Deck hits (white hits) they will do almost max damage at 35 degrees the damage will increase until about 60 degrees at which your ship is now high angling for the maximum damage and armor penetration Angles between 15-35 degrees are not the best for any type of shot both your deck and belt hits will do reduced damage and a smaller amount of armor will completely negate your volleys if this occurs either increase your range to the deck hitting range or close and go for the belt dont stick at these angles any longer than you have to. Note that most BB guns are stuck in this angle range so you will never do full damage on your deck hits but you should still keep at close to max range unless your guns are doing very low damage as other BB's will kill you very quick if you try to close. Note also that the lower the angle in this range the less damage you will do on deck and the more you will do on belt. German players especially should note these angles as with ships like the Prinz Eugen and the P Project which far outrange other CA's when the opponent closes with you to fire upon you, your guns will be at 23-24 degrees whereas your opponents guns will be at 40-50 or even higher angles and hence you will be doing far reduced damage and they will be doing max damage. The trick to maximising your lifetime with guns is by making your opponent hit your strongest armor with as poor a shot as you can make it while hitting his weakest armor with your best shots |