The Naval Ops series is a trilogy of games released for the Playstation 2 that focus primarily on ship to ship Naval Warfare. Naval Ops: Warship Gunner, the first game, is a vehicle simulation game released in 2003 for the Play Station 2. The Second game, Naval Ops: Commander, shifts the. Air - Regeneration Cost: 2 Effect: Increases regeneration by 100% Flight Speed Cost: 2 Requires: Regeneration Effect: Increases flight speed by 5% Renegade Cost: 3 Requires: Flight Speed Effect.
![]()
Everything About Fiction You Never Wanted to Know.
The Naval Ops series is a trilogy of games released for the Playstation 2 that focus primarily on ship to ship Naval Warfare. Naval Ops: Warship Gunner, the first game, is a vehicle simulation game released in 2003 for the PlayStation 2. The Second game, Naval Ops: Commander, shifts the perspective slightly to fleet-based combat. The third game, Naval Ops: Warship Gunner 2, returns to the single-ship style combat of the original.
The games are one-player simulations of naval combat, in which the player commands an individual ship, and, in Commander, a small fleet. The heart of Naval Ops is ship customization. Your ship's abilities limited to the type of ship you initially purchase, but your options can quickly expand as you acquire more money and assets.
Tropes used in Naval Ops include:
Retrieved from 'https://allthetropes.org/w/index.php?title=Naval_Ops&oldid=1611453'
Naval Ops: Warship Gunner - Boss FAQNAVAL OPSWarship GunnerBoss Quik-FAQ1.0 Introduction2.0 Basics3.0 Good R&D4.0 Good Design5.0 The Super Ships.1 Whirlwind.2 Dreadnaught.3 Archyopterix.4 Harima.5 Arahabaki.6 Dual Crater.7 Habbakuk.8 Druna Skaas6.0 Replay Super Ships.1 Trollslegtur.2 Nautilus.3 Sturmwind.4 Amaterasu.5 Musspellheim.6 Silfurbor Negla7.0 Miscellaneous BullstuffIntroductionNaval Ops: Warship Gunner, is highly reminiscent of PTO, but fun. Developedby Microcabin and published by Koei, it is a game that has been Koei's recentimage - seemingly shallow (or in the case of Dynasty Warriors, unheard of)themes coupled with an element of strategy reflected by how well one does intactical. Think X-com with ships.
![]()
Naval Ops has a large number of unlockablesthat are not too hard to attain, and even for a casual gamer, can be quiteentertaining. If you are a wet-navy buff (and not the softcore flick, 'WetNavy Muffs') you will find Naval Ops worth every dollar new.BasicsKoei is one of few companies that have veritable FAQs on their games thatare just inside the own instruction manual. Every piece of information isalways true, and almost always offered in great detail. Every FAQ on a Koeigame should start there.Read the manual and play the in-game tutorial.
You can change controls onlywhile playing the game. An advisable choice is Type V (inverted default). Notethat the lock-on (CIRCLE) will turn on only if there are enemies in range, andwill turn off automatically if the target vessel/emplacement is destroyed.In general, you have full control of your ship's speed, direction, andarmaments. With a good design, your ship can kick the ass of any other shipwith relative ease (except on Hard difficulty). You can also expect to take ona whole fleet of ships (not on WW2 mode) when you achieve optical weapons andhigh-grade guns (the 80cm gun).After each mission in hostile water, you may upgrade your ship with newparts, technology, or replay old missions for more parts or money. Naval Opsis a very leisurely game and unlike Steel Battalion, is actually user friendlyin terms of dying leniency.Good R&DThe following is copied directly from.
The hints are pretty valuableuntil you get a hang for the ship designer and start your game-raping.Research & DevelopmentThe research tree is rather lengthy, yet simple in some ways. All you need isa lot of money. Research these fields in the following order to gain newtechnology quickly:. Metallurgy - for bigger and better ship sizes.
This also affects the abilityof main guns to develop into turrets. Engines - a big ship that can't move is useless.
![]()
Keep this number in stepwith the metallurgy number to proivde adequate speed for your hulls. Weapons - bigger weapons mean sinking enemies faster. This number shouldbe your first priority. Electronics - better detection allows firing at longer ranges. This alsogauges weapon development in terms of 'smart' weapons and optical weapons. Air Tech - leave planes last, when you have better ships to use them.Be patient and replay missions several times to earn easy money. Always try topick up parts if possible (to sell or scrap, even if you don't use them) sinceeven if your ship is defeated, you get to keep the parts you picked up.
Afterseveral replays, you'll have a very large store of weapons and equipment foryour ships.Note that the research levels stop at level 30. Any weapons still missing fromyour collection must be earned by getting an S or A rank on missions, orpicked up from enemies (esp.
Bosses on a cleared game).Good DesignThe following is copied directly from. The hints are pretty valuableuntil you get a hang for the ship designer and start your game-raping.Basic Ship Design:The ship designer is the best thing in the game since you can make your firstship very useful for the first few stages. Basically, move the aft turrets tothe front. You can place three turrets simply by raising the second and thirdturrets a level or two above deck and concentrate firepower in the front.Mount the maximum number of barrels (or tubes in torpedos) if possible, butalways pay attentention to the ship's weight. If the number turns yellow, theship is approaching its maximum weight limit and will move a few knots slower.Bigger guns don't necessarily mean better results, especially if you keepmissing. Mount only enough guns (press CIRCLE and adjust the barrels andheight) to get the ammo and damage you want to deal.
Remember that the morebarrels you use, the heavier the turret, and the less equipment (and armor)you can carry.
![]() Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
March 2023
Categories |