This isn't a game for everyone-the presentation looks downright antique, the ship controls can be arcane, and there's ultimately a fairly limited appeal to step-by-step ship-building. Adding more onto the deck of the ship increases damage.It's not that much of an improvement over 2003's Naval Ops: Warship Gunner, but the fundamental formula of researching, building, and taking a naval warship into battle still retains some basic appeal in Warship Gunner 2. With a power rating of 600 and just as good fire rate as the rapid guns, it is the most dangerous gun besides the Wave guns. When you get far enough into this category, you will gain the 280mm AGS 3 barrel. ![]() When you gain the ability to research the "Proto" section of the artillery section, research as much into this as possible. Do not fire from long range unless you are using a wave gun. Most of the Supership's weapons are long range, and they cannot lock on and fire if you are directly beside them. Then, attack them with the revolving guns. The best strategy to destroying Superships is to try to match their speed and get up right next to them. The faster you can move, the harder it is for opponents to hit you. For the first third of the game, do not bother adding armor as it will only slow you down. In the R&D section, use your money to research the most powerful engines and turbines available for the hull you have. Do not forget to add smokestacks to vent all those boilers. Try adding as many boilers and turbines in the early stages for maximum speed. Remember to also research engines, turbines, smokestacks, and bridges for the hulls you are researching. After just a few missions, you should be able to afford researching battleship and battlecarrier hulls. Save your money and spend it only on the most powerful items you can afford or that are available for what you are researching. Research engines, artillery (guns), systems, and hulls in that order. A combination of wave gun and revolving guns can take out anything in the game. Once the wave guns are available, add one or two to take out entire fleets, then use the revolving guns to take out the survivors. Upgrade the size/caliber of the revolving guns whenever possible in the R&D section. Race up next to enemy ships and shoot them and they will be destroyed quickly and generally cannot fire back due to the close range. ![]() The only downside is that you must be fairly close for them to be effective. The revolving guns are very powerful and rarely run out of ammunition. Do not worry about the traditional cannons, as their rate of fire is too slow. The average destroyer can hold up to five of the 57MM on deck. It makes ship to ship combat much easier. FirepowerĪs soon as the revolving guns are available, place as many on the ships hull as possible. More often than not, you will receive an "S" rating and get special access to weapons, hulls, etc. Stay on the level until everything floating and flying is gone, then withdraw using the options screen. If the mission is accomplished before you have destroyed everything, do not select "Withdraw". Collect all floating crates that contain bonus items. Better missions rewardsĬomplete both primary and secondary tasks during each mission, and destroy all ships and aircraft in the area before you withdraw. Sink 100 Super Ships to unlock the Gravity Shield. Play all special missions multiple times on the Normal difficulty setting to receive rare bonus items. This gun can destroy an entire fleet and most Superweapons with one shot. Successfully complete the mission on the Normal difficulty setting to get the Breac Wave Gun. Breac Wave GunĪfter completing the game and unlocking Special Mission mode, change the difficulty setting to Very Easy until you reach the "Defeat The Master Of Terror" mission (final mission). ![]() Successfully complete the game to unlock the Very Hard difficulty setting, Survival mode, Special Mission mode, Adjutant Voice Select in Training mode, and Enemy Layout Select in Training mode. Corey Feldman Interview Completion bonuses
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