Friday, 21 August 2015

Value of Kiting


Kiting is technique in which a player uses his ship in a hit and run fashion. While the player giving chase is at a disadvantage the runner gains the advantage due to continually slipping out of gun range during every firing cycle.

This is a sound tactic especially if a player is alone and knows he will get sunk by the combined fire of his opponents.

Two keys factors in nf2 are the speed and size of your ship. In relation to incoming shells kiting becomes easier with a faster and smaller ship (CA, CL & DD's). Smaller ships are also much more agile and can turn to avoid shells.

Kiting is an effective method that can discourage  aggressors from pursuing you. Kiting can work in many 1v1 situations regardless of what ship you are in, but it is much more effective if your ship is quicker.

Kiting is an integral part of the game, especially when it comes to ship to ship combat and fleet actions.

Effective fleets will draw a ship towards them, forcing them to miss their salvo, whilst the rest of the team will hit the ship that advances with a barrage of shells.


Thursday, 20 August 2015

Basic Carrier Tips

If you are looking for a fresh perspective on the game, carriers might be the place to start. They are a fun, challenging and unquestionably the most crucial ship class in the game.

The entire team looks to their carriers as a source of protection from bombers and most importantly vision for the team during the battle.

Starter Tips

Carriers can operate quickly or slowly. A quick carrier can respond to changing circumstances. 
To begin with you have a small tier V carrier with few planes, a runway that can launch 5 planes at a time and very weak level 1 planes.

When loading planes it's quicker to ready two or three at a time over four or five which take longer to fuel. On small maps being quick is imperative.

You can control 5 groups of planes at one time. You will usually want fighters up first, protecting you and your team. Once secure then begin loading bombers. Rotate planes that are low on fuel.

TIP:  At level 1-59 use torpedo bombers and stay clear of enemy ships to preserve your planes. Level 1 dive bombers just evaporate to AAW.

TIP: When engaging other groups of fighters if you're outnumbered or the enemy is a greater level than you, lure their planes down into your friendly ships AAW radius to shred them.

From this point its up to you to read the battle situation as it develops. Are you getting harassed by small ships, or bombed by another carrier. What targets are easy to bomb, what scouts can you mop up.

Carriers have to be able to think about several different things at once and pay attention to important matters in the air first.

Advanced carrier tips coming soon...

Friday, 14 August 2015

Pre Harbour Assault Era

Now that daily quest missions have been added in the 13th August weekly update, the devs have shifted their focus onto end-game content.

At the moment Navyfield's population is low. However despite that, I can guarantee that not only does everyone want harbour assaults to be added,  HA's are the very reason they started playing navyfield for in the first place and because of this they will come flooding back once the end game contents is rolled out on the server.

Not only will it be a boost to the population but it'll also be a huge boost for the community and for the life of navyfield 2. From the developers point of view it will provide a significant and ongoing boost in premium sales, as players compete to kit out their officers and ships to the limits.

Harbour assaults will prove to be the most competitive aspect of the navyfield experience, and everyone involved will want their ships to perform at there best. Fleet rivalries and alliances will be forged as the game evolves.

Testing Phase

As stated in one of their recent newsletters the developers informed us that active fleets will get the chance to test out harbour assaults. This will be great as fleets can be directly involved in how the HA mode will run.

The development team teased fleets informing us that those most active will be awarded with the first harbours when they go live. This is a great enough incentive for fleets to be getting their ships and tactics up to scratch to be ready for the testing phase.

Being Ready

Many non-premium players know that harbour assaults are a little way off yet and there has been no reason to rush getting multiple end tier ships in record time. And to be honest many who have spent lots of money so far feel short-changed because they can't really use those top tier ships for anything other than end-game content, which simply isn't there.

However all players can still be getting as many ships as they can. High tier or not, the more ships you have at your disposal for a harbour assault the better. Why? Well, during a harbour assault your ships can not be repaired in the shipyard. That means a sunken ship will be unusable for the rest of the assault.

This is one of the defining aspects of harbour assaults, sinking a ship to remove it from further battles. The two fleets go into contention against all the ships in the opposing fleets shipyards. It becomes a battle of attrition, requiring fleets to wear away the other fleets' powerful ships until they are forced to submit.

This makes players act more cautiously than normal, as they do not want to lose their best ships early on. However it also brings other skills and knowledge into the mix. For instance, repair rate becomes more important as damaged ships can retreat from the front line to heal up.

Adjusting from the chaos and randomness of matchmaking games to having two highly skilled fleets battling with their most lethal ships is going to be the challenge this game really deserves along with the satisfaction of overcoming the odds to claim the prize: a harbour.

But we don't just want the harbours, we want the rewards and the prestige that go along with them. Access to unique ships and proof to the claim that our fleet can be one of the best out there. Not just at the game itself, but because of what we stand for.







Thursday, 13 August 2015

Daily Mission Update

As of right now the current server update has been completed and will introduce some moderate changes, two of which include:
  • Daily Quest Missions (see details below)
  • Majority of ships are receiving revisions (see details below)
Daily Missions

The daily mission are pretty much like you would expect to see in most games, complete a mission and receive/claim the reward.

The majority of missions will reward credits, but complete all the mission for day and you will earn some gold. This will be very useful for everyone looking to save up gold over a longer time.

But the incentive is for players to get onto the game server everyday, and get something back for doing that.

Among the ship adjustments are: 
  • all battleships receive a universal 1 knot speed reduction
  • all light cruiser plane capacity reduced from 5 down to 3
  • the battleship New Mexico (USN) receives a 15% reduction in accuracy
  • all high angle battleships accuracy increased by 5%.  (high angle = above 41 deg)
  • all carriers receive a large DP increase (between 20-30k) somewhere between CL/CA's

*The full update from the developers can be seen here if you're interested in the exact figures.

For their size cv's are quite squishy, hence the dp increase. I'm all for that, as it seems strange that such large ships can be sunk so easily, making any small aggressor a serious problem. Small maps are  notorious for a quick cv rush.

The New Mexico has caused a lot of discussion and debate on the forum months ago and again recently because it is clearly out-classing ships of  higher tiers due a combination of great angles, shell spread, reload time, shell damage, and ship size. We will see after the update how much the accuracy change affects it.

Battleships are being slowed down slightly to help submarines, but also to encourage battleships to use gold boiler items. [yes devs we saw what you did there] Speed is key for battleships. 

High angle guns are slightly more difficult to use, and in line with the NM getting nerfed, the opposite end of the scale those high anglers are getting a 5% increase in accuracy to assist (albeit very slightly) with high angle hang time.

Lastly the light cruiser's plane capacity being reduced. Many would not agree with this. But a ship that has very accurate guns is very quick and highly maneuverable and being pretty small. To have all that AND 5 planes is a bit excessive. And it practically makes light cruisers very (if not too) similar to heavy cruisers.

Light cruisers are in a strange multi-purpose support ship role, being weak compared to DD/CA/BB who can dish out the damage. This makes their role not as well defined as it was previously in nf 1 where they were very potent at AA and/or ASW. Truly a support ship to BB & CV