Steel Ocean can be played alone but then you will not have much wins. To win Battles you should know, that the most MMO (massive multiplayer online) need Teamplay to reach a target. Diffrent from FPS (first person shooters) who was often on a big map with other players you can play in much games alone against all....but... that is your death at Steel Ocean very soon, because:
Every diffrent Class of a Ship have a diffrent Role in that very Teamplay oriented Game. I have play a very long time at wargaming.net "World of Warships" what is very simillar to Steel Ocean, also I am an ex "Supertester" of wargaming.net what means to help the Developer to create a wonderfull Game & Gameplay for us as a Gamer-Community.
The Maps and also the Ships in Balance is very simillar to WoWs what means it is equal if you play WoWs or SO you will ever start at the beginning with the roles and some basic strategies for each type of ship.
A word for "fire at the start of a Battle your cannons" for no reason or seeing a enemy: If you start a Battle and you shoot your Main Guns or Secondarys (also AA-Guns), you plop up at the enemys map also you are visible at the Hawk-Eye and all Enemy-Guns will aim on you in the first seconds of that Battle, what means in other Hand: You will killed as 1st and all enemys know - thank you - where your team is moving and can change their tactics to kill all of you in a few minutes. You will be a helpful Noob if you do that and Fleets will kick your Ass out if you do that in Fleet battles.
That also is for Nightbattles: We all know the feeling at T4, Night Battles leave you bloody blind and the only thing they give you to see your hand in front of your bloody face is a small star shell that you can only fire about every 30 seconds. As such (as a Noob who shoot blind in the first seconds of a Battle), the best way to make use of these flares is to carpet the entire f'ing map with as many of them as possible. This has the advantage of telegraphing your position to the entire enemy team to get counter-flared and focused down as well as standing a good chance of lighting up your own teammates effectively painting a giant red bullseye on their hull. If YOU one of that kind of Players, please learn to play or stay far away from our Teammates and Fleet - we dont need Team Members who signal our positions to the enemies and maybe we get a TK from you, by testing your fking Torps too (As a SS: oh see, a torp can shoot from my Back too..) ....
Destroyer/DD Role - Scout enemies - Assassinate enemy Capital ships - Protect ally Capital ships from submarin - If DD stop, DD lost reason to exist. (DD don't stop until sunk, they always full speed ahead)
The role of a DD is spotting, hunting Subs, and causing problems for your enemies' bigger ships. They should usually move at high speeds and zigzag with their high manueverablilty to avoid enemy fire.
Commanders are different with players play style. I prefer offensive playstyle and this commander list for High risk, High return playstyle. - CAPT: Kaspar Mass,Eveyone know this commander, Kaspar is perfect for DD commander. His active skill is sixth sense so if you use this you can dodge easily.
- Gunner: Koge have good skill to power up for torpedos, but you have to make him 4stars. When he get to 4stars he unlock new skill called 'Oxygen Torpedo' Increase range of torpedo by 10%, damage by 8%.
- Steering: Musel is good commander, and have to promote him to 4stars. Kaspar provide scouting range 200m when he is 5-STARS. But Musel give you 200m scouting range just get to 4-STARS. Its on you to use Musel or not, there are a few alternatives for this position...
- Comms: Arashi-Easy to get and have good skills...
Also Kazuo have the forward compatibility of Arashi.
- Engeneer: One good Comm will be Hanson: He have skills for torpedo, and have 'State of War' skill. This skill help you to deal with enemy DDs easy. Also Halsey have some goods: So If you use this commander, you damage will increase 8% always. Also torpedo's total damage increase by 16%(Koga 8% + Halsey 8% = 16%).
--> Commanders for Fleet Battles or Team-Fight: - Capt: Best Choice of Captain: Kaspar Mass Reasoning: The active skill “Battle Instinct” is a real life saver and can deal with enemy scouts or ambushes with ease. Battle Instinct After using, an alarm will be triggered when detected by the enemy. Lasts for 45 seconds. Comet Increases the max speed of your vessel by 1 knot, acceleration performance by 8%, and steering performance by 8% when assigned as Captain. - Gun: Best Choice of Gunner: Luckner, Willis Lee, Alan Macmillan, Sandrei Reasoning: Luckner - Disguise and much more skills for DD Willis Lee can increase artillery accuracy Alan Macmillan can increase artillery penetration and damage. Sandrei -Reload & AntiAir Concentration - Grants a 60% chance to reduce the influence of steering on main artillery accuracy by 15% when hit. Lasts 30 seconds. Naval Gunner - Increases main artillery aiming speed by 10% and aiming correction by 0.5%. Enhanced Main Penetration - Increases main artillery penetration by 1%. Heavy-loaded Bomb - Increases main artillery damage by 10% when assigned as your Gunner. - Steer: Best Choice of Steersman: Musel (or Luckner if not used for Gun) Scouting, Commander points reload, durabillity etc. Reasoning: I like to make the most of a destroyer’s SCOUTING functionality, so my first choice for steersman is Reinhard von Musel, who can increase view distance and ship speed. Luckner is the primary choice if you want a Disguise Setup ! Enhanced Engine I - Increases maximum speed by 1 knot. Enhanced Radar - Increases scouting range by 200 meters. - Comms: Arashi Best Choice of Comms. Specialist: Nakayama Arashi Reasoning: He grants you the furthest scouting range, helping you find your opponents before they find you and leaving you enough time to warn your teammates. Tenshukaku - Increases scouting range by 500 meters when assigned as your Comms. Specialist. Survival Instincts - Grants a 60% chance to increase ship scouting range by 300 meters, increase steering by 10% and decrease the chance of malfunction by 10% when attacked by an enemy. Lasts 30 seconds. - Engeneer: Best Choice of Engineer: Felix von Luckner Reasoning: He can increase your disguise by 7% and your scouting range by 150 meters. Seahawk - Increases ship acceleration and disguise by 5%. Enhanced Disguise II - Increases disguise by 2%. Or: Max Horton (H not M !!!) He is for disguise he don't need to go 4sters, just make him 3stars. Also Felix Luckner - If you put Lee as Gunner, you can put him here!
Enhanced Disguise is extremely useful for any ship, be it Destroyer or Battleship. In terms of crew, most crew that have Enhanced Disguise are clearly meant to operate as a Destroyer or submarine crew. However, there are several carrier crewmembers that also have it (since staying unspotted is super useful as a carrier). Don't let the low values here fool you- even 1 or 2 percent really adds up when you consider that camo paint knocks off 300m of enemy detection before disguise gets calculated. Example: "Enhanced Radar" - +150m Felix Von Luckner Lv10 NOTE: Felix Von Luckner gets +5% disguise (From 'Seahawk') right away, and only needs to get to *** in order to get the remaining +2% disguise. Enhanced Disguise is extremely useful for any ship, be it Destroyer or Battleship. In terms of crew, most crew that have Enhanced Disguise are clearly meant to operate as a Destroyer or submarine crew. However, there are several carrier crewmembers that also have it (since staying unspotted is super useful as a carrier). Don't let the low values here fool you- even 1 or 2 percent really adds up when you consider that camo paint knocks off 300m of enemy detection before disguise gets calculated. +7% Felix Von Luckner(***) 400 Qual +2% Yamamoto Yisoroku +2% James Doolittle +3% Stephen Beatty Lv10 (*****) +2% Gordon Chung-Hoon Lv6 +2% Max Horton Lv8 +2% Mikasa Shotaro(***) Lv 3 400 Qual +1% Thomas Kinkaid +1% Gunther Prien +1% Dudley Morton In theory, you could have a base value of +15% disguise with 5 crewmembers. So with camo paint, an enemy with 6,000 spotting distance would need to get 855 meters closer to you to spot you. The actual detection distance would depend on your ship, but even on a big battleship being unspotted for 855 is significant.
Light Cruiser/CL Role The role of a CL typically cosists of killing other CL's, hunting DD's, and occasionally hunting Subs. A CL should also zigzag when possible, because they are much easier to hit then DD's. CL is noncommittal position in SO, they can use D.C(not Japan) or have Torpedo(not USA). CL is slow than DD but have good firepower and scout range than DD, and also not good disguise. Actally there are no Tier 10 CL, Japan have Tier 7 CL and USA have Tier 8 CL. Japanese CL are all Bad except if you are very expert players, but USA's CL are all powerful. You can actally fight with same Tier BB or CA, they have good DPM but don't have Torpedo. - Capt: USA CL: It can be use for scout and attack: Nimitz, Mass, Nobutake Japan CL:Only scout, not for attack: Mass - Gunner: USA CL: Macmillan, Sandrei, Chiaki Japan CL: Macmillan, Shinsuke - Steering: Musel - Comms: Hoffenstein, Arashi, Kazuo - Engeneer: Willis Lee,
Heavy Cruiser/CA A CA works like a small Battleship, and should hunt down just about everything but Subs. They aren't a Battleship however, and you should be careful when playing as one. The work great when hitting Battleships from outside of the Battleships's spotting range. Heavy cruiser is final guardian of team's capital ships(BB, CV). Look like battle ship but less damage, less HP. Heavy cruiser have good AA and more faster more accuracy than battle ship. Heavy cruiser's position is like World of tanks's medium tank. They can support fast, less damage but good DPM. If frontline is annihilated, heavy cruiser will be final defense line. Also in game they stand between BB(+ CV) and DD(+ CL). With CA's great DPM, DD and CL will break down. They could shoot torpedos but heavy cruiser is not slow. If you have trained commanders your speed almost 38~41knot! That means you can dodge torpedos while killing DD and CL. - Capt: Nimitz and Karl von Müller will be a good option. Müller have good skill for CA, his active skill help you to strengthen low penetration. Also when you make him 4stars provide more accuracy and armor. CA is last guardian and have to endure long time. So Nicolay Kuznetsov will help you to survive long time. - Gunner: Bernhard Rogge (Leif Sandrei, Alan Macmillan, Matsuda Chiaki) Rogge have 'Cross-shot Caliberator' skill, also other skills all good for CA, increase damage will help you to kill enemy fast. - Steering: Musel or other... - Comms: Arashi or Wolf Hoffenstein - Wolf's power come out when he get to 4star...He can substitute Arashi, he provide 10% penetration when you shoot. Almost all CAs have low penetration, So his skill will help you much. - Engeneer: Willis Lee, Kondo Nobutake, William Halsey.
Battleship/BB BBs are important in this game, they have strongest main cannon firepower in this game. Their object is simple, just shoot enemies when DD or scout spot them.Destroy Cruisers and Carriers with ease. Kill other BB's, and try to hit DD's when able. Don't travel at full speed, unless you are playing t2-5 German BB's. Tips 0. Don't go to front line, front line are DD and CL's line. 1. When you targeting enemy, you must kill CA or CL first. 2. But your team have no CA or CL, kill DD. 3. You can just stop and shoot. 4. But when you spotted you must moving.shooting and dodging at same time. 5. You have to tell teammate your maximum fire range that you able to support teammate. For newbies, if you want to play BBs, i would recommand US BB.
Commanders should set for high Damage and fast reaload, Aiming und turning the Turrets.. - Capt: Lindemann- Otto is very basic commander for BB, you can get Otto when you buy Tier5 over BB. Otto's real merit come out when you make him 5stars.
Nimitz is great commander for almost all kind of ships.
But i think the best captin of BB is Lutjens.
- Gunner: Chiaki- I know you will think strange about why i recommand Chiaki. But If you make Chiaki for 5stars, his skill is change. Skill name is 'Crossfire' only Chiaki have this skill, for BB especially US BBs. US BB's fire range is shorter than German and Japan. In Steel Ocean range is very important for BB. Also Chiaki increase MG damage by 15%, this can prevent bomber.
Everone know Alan Macmillan, his real power is starting on 4stars. Increase main cannon damage by 10%, there are no doubt that his skill is very good. I recommand Alan for German BB. German BB have good range and accuracy. So if you use Alan as German BB gunner, it can supplement German BB's low damage.
Leif Sandrei is very defensive commander. When he go to 3stars, your MG will grinds enemy bomber. And more if you make him 4stars, reload speed increase 10%. I recommand you Sandrei as US BB. US ships, almost all have good AA, MG. So you can tighten US's good thing more and more.
- Steering: Musel will be a good coice but this have a few alternatives too... - Comms: Arashi or Kazuo but it depends or your playstyle - Engeneer: Willis Lee have good skill when he is 3stars. Naval gunner skill is very important to Japan BB. Japan BB have Great firepower but aim speed is just so bad.
Halsey can be a good one but this also depemds on your playstyle. Do you think BBs are easy in Fleet/team battle? NO, BBs are difficult position. Because you have to hit every shoot to make DDs and CLs survive. If you can't hit single shoot team will lose the game. You have to tell every time to teammate your maximum fire range. If not your teammate can't provide your fire support.
Remember three things. 1. Support teammate 2. Provide support 3. Hit enemy
Submarine/SS A 'kill everyone while being hard to hit' ship. The difficulty is managing your oxygen level while staying in combat, and avoiding Depth Charges. They tend to do great in a particular match, and not do so great the next. I recommend you try them a little at least, as they are fun to play as.
Aircraft Carrier/CV You play a key role to the team, and you have to pay attention to many things at once. In my opinion, this is the hardest type of ship to play. You have to keep track of alot of things, and every opponent wants to kill you especially.
But don't be upset when you get outskilled by the enemy. A T5 CV with no upgrades is pretty much the same as a T4 CV with every upgrade. Don't rush in, stay at the rear of the massive blob of your teammates, and don't go at full speed. Don't use Dive Bombers, they only get good at higher tiers, and very difficult to sucessfuly get hits and kills with. Since Torpedo Bombers have faster moving torpedoes, slightly less of a lead is needed for them. Don't ever launch torpedoes at an enemy Submarine if a friendly ship is in the middle of depth charging it. My most important tip is DON'T SIT IN SPAWN COMPLETELY STILL! Sitting completely still isn't a great idea when playing as a Battleship or Aircraft Carrier, that just makes you the easiest target for an enemy CV.
-- Scout Planes: Scout Planes, which do what they're named for, Scout. They have the furthest view around them in which they can spot enemies. However, having more 1 Scout Plane in a squadron is a bad idea, since they have low health, and have somewhat low amounts of fuel. I reccomend having between 4-12 Scouts in your hangers depending on the amount of planes you can fit in your hanger.
-- Fighters Fighters are the key to stopping the enemy CV from doing what it is trying to do. They have a cone in front of them within a certain range that they can do damage to enemy planes within. I reccomend that you pay attention to your fighters and don't "AFK Fighters", as you will lose less fighters and contribute more to the team. Fighters can also scout, as they have more fuel and speed, but less scouting range then Scout Planes. I reccomend having 10-40 fighters in the hanger, based on tier and hanger size.
-- Torpedo Bombers Torpedo Bombers will deal most of the damage to enemy ships when you play as a CV. They are great for killing Subs, but be careful that you don't hit friendly Subs, Cruisers, or Destroyers that are trying to get the Subs. They have a few things that should be remembered. Always get a lead when using them, so they can actually hit a moving ship, except when the ship is still. You should also prepare to fire them just a little in advance so that they don't do 3 turns before dropping their torpedoes. They also do very well at killing BB's, CA's and CV's. Upgrade them when able, even when you don't need to upgrade them to get to the next tier CV. They have low Scouting abilities, medium speed, and similar amounts of fuel when compared to fighters. I recommend having 12-40 in your hanger depending on tier and hanger size.
-- Dive Bombers Dive Bombers are a fair deal more difflicult to use when compared to Torpedo Bombers, but they have some advantages. They can drop their bombs without having to ever loop, unless you make them loop, and they are hard to dodge. They have similar speed, Scouting abilities, and amount of fuel to Torpedo Bombers. Their main problem comes from having somewhat lower damage then Torpedo Bombers. They also have an aiming circle that becomes more accurate over time, which is a blessing and a curse. If the target ship changes direction before they drop, and you change where they go to drop, the circle may reset or grow somewhat larger, and you might miss. They are good for getting hits at least on BB's, and do great amounts of damage to CV's. They are also the only weapon other than Depth Charges that can hit a Sub at the deepest depth. I reccomend having 8-20 if you are Tier 6 or higher, know how to use them, and have the hanger space.
more will follow later..
The horizon of most people is a circle with a radius of zero. And that's what they call their point of view. (Albert Einstein)
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