Showing posts with label navyfield. Show all posts
Showing posts with label navyfield. Show all posts

Wednesday, 6 January 2016

First time through - Battleships

This post aims to highlight the key points that you will come to appreciate as you play battleships  to get to that maximum tier. We'll take a look into them tier by tier starting from tier five and point out the key advantages and disadvantages of each class.

As a general note, throughout your battleship experience you will come to appreciate the following points:
  • until you get good accuracy at higher levels and with high morale, your long range shell spread will be poor. Only target other battleships at extreme range. 
  • be aware of the rockets ships that are destroyers. Only subs and carriers are slower than you.
  • be aware of submarines: take note of when and where they dive/surface and fire.
  • be aware of packs of bombers flocking towards you, they WILL be targeting you. I guarantee it.
  • do not buy armor items for your BB's in early tiers. Its best to wait until around tier 8 . This is because you wont be able to afford replacing 4 slabs of armor on a regular basis without it affecting your fund and thus restricting you purchasing the next tier ship.
  • don't forget to buy credit/ship exp aides. You shouldn't be running a ship without one. Aides  are far more valuable to you than blowing money on armor early on and are still extremely productive when used regularly. Its quicker to progress to the next ship using an aide rather than spending credits on armors in the early stages. 
  • take note of the damage you deal. Figures will pop up to show you how much damage you made, if these figures are lower than your ship's damage values then your enemy has armor equipped. Fire armor piercing (AP) shells to strip the armor away first. Literally landing one full salvo is sufficient against even the biggest battleships.
  • income scales to your tier, meaning higher tier ships earn more exp and credits than lower tiers.
  • tiers 5-7 are relatively quick to level through. From tier 7-8 it takes a bit longer, then tier 9-10 becomes slightly grindy and tier 10-11 is the main bulk of grinding. 
  • with premium accounts some of these grinds can be reduced drastically. Premium is the best thing to spend money on if you are unsure about how morale benefits your ship.
  • battleship AA is relatively weak until tier 9, then becomes very good in the high tiers.
  • tier 11 guns at max-range will not always produce a perfect blockshot even with 200% morale gunners. Tier 9 & 10 spread can be slightly better.
  • do not waste gold on gold items for general matchmaking. do make use of regular items like the boiler and reload for your battleships, as you can afford them.
I can't stress this point enough: every other ship out there has a means to deal lots of damage to a battleship and will always go for you because you are big, slow and an easy target that they can cause lots of damage to.

Think about it, why target a small fast ship that can dodge when there is a juicy big battleship that is far easier to hit and, at times, not paying attention?
  • Destroyers and light cruisers will use their torpedoes along with their faster speed to torpedo run you. IJN torp ships Shimikaze, Kuma and Kitakami are lethal. Also be aware of the USN gearing.
  • Subs will stay hidden and attempt to alpha strike you. 
  • Carriers will send dive bombers straight at you because you are impossible to miss and yield the most damage.
  • Heavy cruisers will use the high dps of their guns coupled with their agility to whittle away your health (dp) while dodging your attacks making life difficult and aiming more fiddly.
  • other battleships will be aiming for the bigger easier targets, which will be you in your bb.
A battleships life is hard because you need to pay attention to every possible threat on the battlefield. Then ultimately realize that you can only deal with one or two of those threats at any given moment.

Reading the battle and multitasking become extremely important the higher level you get. Its good practice paying attention to the sky and sniping down scouts and bombers. You can AA planes and fire your main guns quickly, dealing with scouts or bombers and dealing with a bb/dd/ca/cl threat at the same time.

Tip: If you know a CV will be dive bombing, aim all AA guns sets directly up by clicking on your ship. Both left and right side guns have a chance to score big hits on these bombers directly overhead and can easily shred squadrons of planes this way.

Recognize that if you drift close to a group of enemies who have a good composition of ships you will be forced to face a variety of threats, which will make life very difficult for you.

In the initial minutes of a match don't be overly aggressive by engaging multiple ships, let your teammates draw attention first. You can then settle into bombarding your target while not being bombarded yourself.

Avoid getting outnumbered and surrounded. Always keep at a comfortable range, a range where you can deal damage to a target without one or more targets can repeatedly fire back at you.

Avoid doing too little. As you increase the tier of ships more action is expected from the firepower you have brought to the fight. Doing nothing until you have to will infuriate your team and could cost you the match. Learn when to engage and be prepared to take a hit or two as that's what battleships are designed for, taking some punishment.

Remember though that your first few hits are crucial, and after armor is gone and you dp is declining you will notice all types of ships CA/CL and BB's take more interest in you because you are easier to destroy.

Smaller fast ships will time your salvos and turn away from you to avoid being hit. Try using gradual fire modes and predict their movement to score hits. Aim to fire when they present a larger target for you (broadside)

Below is a general tier by tier breakdown that we mentioned in the intro. It will explain some of the pros and cons of each tier and provide a little insight into how to use them effectively. It will also feature some specific ships to watch out for and why that is the case.

Tier 5

These 'pocket battleships' are a generally considered powerful for their tier because at such an early stage they have a few advantages which include:
  • high dps from primary and secondary HE guns
  • decent speed
  • small size/ ship profile


Being small combined with high dps makes tier 5 'pocket battleships' a joy to drive as they can tear up tiers 4-6 quite comfortably. The KM Moltke (seen below) is one of the more powerful tier 5 because it's tough and armed to the teeth along with being a small target.

Disadvantages:
  • no scout
  • slow turn rate 
  • slow speed compared to higher tier BB's
The one major downside for tier 5 is their lack of vision. Not having a scout means you rely on teammates and islands for vision. The second downside is overall speed, being slow means you cant attack/retreat as quickly as other tiers if you're not vigilant you could run into trouble.

Avoid destroyers and submarines who can cripple or outright sink you.

Best practices for tier 5 bb's include sticking around higher tier battleships and avoid taking fire from multiple enemy battleships. Retreat behind larger ships until they are the focus of enemy attacks.

Tier 6

These battleships give you access to your first scout which is the most important aspect of navyfield. Vision is a battleship's life.

Three of the four nations tier 6 bb's come with a scout. If you picked the RN (uk) unfortunately the Revenge and the tier 9 Nelson don't have scouts. RN captains have to wait to tier 7 for your first scout.

T6 advantages include:
  • improved gun range
  • higher damage per shell over tier 5
  • more dp (damage points)
  • first bb with a scout 
Some tier 6 main guns are powerful like the USN lexington which can deal a fair bit of damage when landing a full salvo. Most of the tier 9 and 10 bb's have similar caliber guns.

T6 disadvantages include:
  • large ship size. (Most are bigger and longer than t5, 7& 8's)
  • poor shell spread (with low level gunnery officers)
Now that you have scouts, use them to avoid running straight into the enemy team.
The scout is your newest best friend, no more relying on allies and islands for vision. Now you have to watch out for enemy flak!

At this early stage your main gun shell spread will be bad, so be selective and aim for larger targets at medium to long range, try to avoid drawing too much attention to yourself. If the target is blind then approach to allow for more shells to hit it. Always watch for incoming scouts that will reveal you and retreat accordingly if spotted.


Tier 7

These battleships tend to be smaller in length compared to tier 6 and offer some minor improvements like:
  • slightly better DP than tier 6
  • more shell damage
  • slightly improved speed & turning force.
Again with tier 7's you shouldn't be too aggressive and attacking above your weight as t8's and above will crush you in a head-on battle. Watch out for tough tier 8/9 BB's who have stacked on heavy armor, as they can afford armor at this point armor.

It's best to stick close to high tier allies and not draw attention to yourself. Play to your ships strengths, use scouts and aa enemy scouts down. It will make life much easier for you in the long run.

Tier 8 

Ah now we're onto tier 8. These ship begin the more powerful end of the battleship spectrum. They  shine when it come to mid-range engagements due to two key factors:
  • high DPS due to HE secondary guns.
  • strong armor setups (like 4-0, 3-1 or 2-2 belt/deck, which becomes more affordable). 
Tier 8's can now afford to purchase regular armor items because they earn more credits. Try usinga  credit aide & premium account for maximum income. Sadly they are also the last tier of battleship to have secondary HE guns which allows them to be fairly more aggressive and able to counter support ships better.

Use these secondary guns to the full against other battleships. Use AP shells to strip your target of armor before firing you main guns. It's very effective and can catch higher tier ships out.

Tier 8's also benefit from being relatively small in size, making them harder to land shells onto. Their accuracy is very good at mid-range meaning more shells hit their mark translating to more damage being dealt with each salvo.

The USN New Mexico is considered one of the more powerful tier 8 ship even after being nerfed. This is due to having twelve main guns which fire at lower angles. When fully upgraded the New Mexico is a potent ship with its high accuracy and low-angle flight time of shells combining to make this battleship lethal at medium ranges.



Tier 9

These ships are generally a stronger breed of battleship benefiting from the following advantages:
  • higher defense levels, which mitigate damage better. (see UK Nelson)
  • high caliber guns
  • improved AA over previous tiers 
  • strong armor setups 
In particular the UK Nelson is a very potent ship when armored. It can head straight towards groups of ships with relative impunity, seemingly brushing off damage.

However, all tier 9 ships can be tougher to sink due to improved defense levels coupled with armor. They benefit from being slightly faster than previous tiers and retain decent accuracy.

Tier 9 disadvantages:
  • all tier 9 ships lose their secondary HE shells and are replaced with AA ammo instead.
  • tier 9 ships are relatively bigger and/or wider than previous tiers (making them easier to hit)
Transitioning up to tier 9 can be a little strange at first because of the different play style. Losing HE secondaries means you generally want to fight at longer ranges, attacking and retreating based on your main gun reload times. Drift into range of multiple ships will result in your armor and DP promptly vanishing.

Also be extremely aware of scouts in BB vs BB encounters. Denying an enemy battleship his vision is crucial,  a blind bb can not hit its target. Shoot scouts down with your improved AA guns before you engage. Attacking a blind enemy gives you the advantage as they won't be able to hit back.

Pay attention to specific ships, like Nelsons (t9) and Amagi (t10) who will probably rush anyway because they lack scouts. Both of these ships deal lots of damage so monitor their movements towards you.



Tier 10

These bb's get a slight increase in performance over tier 9's in the following areas:
  • faster ship speed 
  • slightly longer gun range
  • improved gun damage
  • high gun accuracy
The USN South Dakota is one of the best tier 10 ships due to its small profile and high accuracy.
The Bismarck 1945 & Vanguard P  are equally quick and accurate too. At this stage your gunnery officers will be getting decent accuracy even without high morale.

Tier 10 downsides include:
  • No sub detection
  • Long ship length ( making shells and torpedoes easier to hit you)
  • Slightly less range than some tier 11's
As with all battleships avoid getting swarmed and deal damage to the targets you should be aiming for, that is other battleships primarily.

At tier 10 it is advised to get the ship upgrades first, starting with speed, dp and guns. It doesn't take too long to acquire them and they will make your ship operate correctly for the grind to tier 11.


Tier 11

These bb's are the cream of the crop when it comes to bb's, at least until tier 12's are released in 2016.

Tier 11's benefit from:
  • Highest shell damage (IJN Yamato is currently the highest)
  • Longest gun range (USN Iowa)
  • Superior AA capabilities
  • Highest DP (damage points) in game.
  • 5(7) Scouts
  • Fastest BB class, especially if not armored and using gold boiler

Tier 11 downsides include:
  • They are massive targets having large profiles to hit. 
  • Longest reload times.
Tier 11 BB's are tough to take on alone, but are not invincible. With combined fire they can be worn down over time. Any respectable tier 11 captain should know which targets to take down, and will be alert to a variety of threats. Being a torpedo and bullet magnet means staying on the move is strongly recommended. Speed is your new best friend.

Once you get your tier 11 battleship, work through getting the upgrades like speed, dp and guns. Once you master the ship you will be able to get more exp for the tier 12 ships.

Tier 12

These ships are coming soon to the server. They include the USN Montana (see image), IJN A150, RN Lion and the KM H44.



Conclusion

Battleships are a less forgiving class of ship to play in navyfield. You need to stay alert at all times and be active in the battle. They can also be very fun and challenging to master their play style especially when you get some of the biggest guns to rain down destruction on others.

Tuesday, 5 January 2016

New Years Update

So 2015 has ended and here we are on the cusp of an exciting new year ahead, especially for Navyfield 2. On the 31st December the dev team at SDEnternet posted the following announcements of upcoming plans for 2016 here.

For the abbreviated details if you simply can't wait look below:


  • Tier 12 Battleships will be introduced during January or February.
  • Significant balance patch  will be made affecting BB's reload time, gun turn speed and defense power, CL's speed reduction, DD's torp damage increased. During January.
  • Certain ships' credit gain increased.
  • Planes now becoming permanent. The 7 day timer will be removed.
  • Fleet Battles will be introduced. During March.
  • Harbour Assault will be patched. Sometime during April or May.

This is great news as almost every month should include some form of major alterations to hold us out until the big game modes are available. So many of the long term veterans are looking forward to fleet battles, and the high level of strategy in the upcoming harbor assaults.

These features are exactly what the game is about, getting lots of fleets together in big battles with an end goal in sight: being the top of the leader boards or holding down a harbor for the longest.  

But the strategies involved and the tactics employed will show who has their wits about them and which fleets truly are up for the challenge.

For more details on the updates to come your in 2016 check out here

Thursday, 3 September 2015

Tier XI Battleships

Having spent enough time & effort along with boat loads of experience & credits you have proudly bought your first BB XI. Either the long range Iowa, the accurate H39, the devastating Yamato, or the speedy and sleek Vanguard

All tier 11 battleships do not have secondary he guns. This means your DPS is limited to your main guns reload time.

However they have the longest range and most powerful guns on the sea. Tier XI's also have the highest amounts of DP in the game so far most sport a formidable AA complement with long range and damage capability. High tier BB's are quicker than previous ones.

But being in a top tier ship whilst every other players is in a tier 10 or less means you are public enemy number one. Every ship will be itching to shoot every form of high explosive destruction they can at you under the sun.

Congratulations, you will now become the biggest electro-magnet of shells and torpedoes ever, good luck.

Gameplay Changes


Play to your strengths: range, high damage, speed and accuracy.
Be aware of weaknesses: slow turn rate, long reload times, easy to hit and bomb.

I've underlined range, because you will definitely want to use it. Once you are in the range of other battleships and heavy cruisers they will target you and that is exactly what you want to avoid: being in the range of several enemy ships at once.

Your speed will allow you to dictate the flow of battle. Push other battleships back by pinging them with a salvo or two. Then watch for support ships rushing in to attack you. If you stray too close to a few enemies, speed away back to the safety of your team.

Stay within the safety net of your team. Going it alone gives your enemy an invitation to attack you whether they can successfully destroy you or just strip your armour and be a nuisance.

Also make it a habit of targeting ships you are designed to hit. Prioritize other battleships and Heavy cruisers that stray too close. It's pointless to attack distant apa's & dd's as most shells will miss and you will be wasting your shells and overall battle effectiveness in the process.

Initially It's far better to land more shells on an enemy battleship dealing upwards of 30k damage rather than missing the majority of shells on a ship who is far away and never going to harm you.

Learn to focus fire and prioritize weakened ships. If you see a half damaged ship that will bug-out try to sink it. Sinking it results in one less enemy firing at you and makes your life that bit easier.

I've seen this many many times where players will target the nearest ship to them, when a ship a little farther away is close to being sunk. In certain circumstances (maybe a crippled BB 9-11) you may want to pursue it to remove its effectiveness from the battle.

Evaluate targets worth shooting. Some targets may be so crippled that you could be wasting your shells on them, while other nearby ships can take them out. Target a new ship and leave the crippled one to your allies. If there are no allies around you finish him off yourself, but switch firing to gradual mode and only use what ammo is necessary to sink them.

High damage is only as good as your accuracy, spread and personal aiming skills are. If you are constantly missing shells your damage output will be reduced and your overall contribution to the team effort will be low.

Items


The best items for tier XI's are the boiler enhancement, and a reload item.
You want to be fast, and reload more quickly in general matchmaking battles. You will probably want some armour. How much is up to you.

In Harbour Assaults you will definitely want to repair more quickly to keep your ships from sinking. Equipping an advance repair crew will increase your battle endurance.

Armour is good for matchmaking. Speed is just as valuable for tier XI than taking a few extra hits. Maybe 1/1 Belt/Deck is sufficient. Don't over estimate the value of armour:  it's helpful yes but it doesn't make you invincible.

Think of armour as a limited buffer of dp. It never lasts forever. And it will slow you down the more you have. It really depends on your play style and the battle situation. In matchmaking you may want a bit or a lot. In fleet battles, speed might be more crucial to attack and withraw instead of having that dp buffer. Time will tell.

Bear in mind that tier XI's won't be the top of the tree for long, as tier XII's have already been leaked by the devs. And will probably be slightly quicker, tougher, dealing more damage and having even more range.

Friday, 17 July 2015

Weekly Update 16th July - Summer Cooldown Event

After Wednesday's patch which included a few minor changes, the devs are now running a Summer Chilldown Event.
 Summer Chilldown Event


This event encompasses three separate events rolled in one and includes, 50% extra experience, sink ships to earn credit items, and daily missions to earn gold. Read more

This is great as we haven't had an event for a couple months. It provides that litte extra incentive to sink the ships you want to for extra credits, and complete the missions to earn free gold.

And quite a necessary one as many are waiting for the Harbour Assaults to be developed and added into the game.


Wednesday, 4 February 2015

Why NF1 Veterans Dislike NF2

The primary thing that most veterans of Navyfield really wanted was a continuation of the core mechanics of NF1 game but with updated graphics and new features.

I am one of these players too. I would have loved it if this was the case having basically the same feel of game but with new bells and whistles.

The biggest shift changes in Navyfield 2 from before are:

  • The pace of battle is very quick, too quick and it caters to support class ships and auto aim.
  • Ship speeds seem...off. Some are wrong or incorrectly faster or slower compared to NF1 speeds.
  • Battleships gun accuracy is dreadful (right now), to nf1. (this may be because of poorly designed (P2W) morale system for officers, do we even get blockshots?)
  • Lack of battle modes. Only one is available right now with two more coming early 2015. This is not enough. You would need Blitzkrieg, Great Battle 1 + 2, Normal Rooms, World at War. 
  • The game seems to be designed around auto-aim, rather than manual.
  • Because of the game pace, auto aiming is strongly favored. BB's should be using manual aim to get blockshot accuracy at long range.
  • Different exp and credit system. As it stands now you don't earn based on your damage contribution. This feel restrictive like your earnings are being severely capped to stop leveling too fast. 
  • Ship research is exactly like the world of tanks. Requiring weapon upgrades to unlock the next ship. (Flawed in some cases where duplicate research is required for the same gun on different ships. You cant afford to buy the upgrade you research because its more cost effective to get the next ship)
  • Ship teleporting. So bad because it destroys locational team play. and annoying players' wet dream because they can waste time by intentionally avoiding battle by warping across the map to prolong the inevitable loss of a game. And it is too advantageous to players who can support or retreat quickly, IE a quick torpedo or shell dodge. This should be removed and have no part in navyfield 2 at all.
  • General lack of satisfaction. Ships are easy to come by, and not satisfying enough to use, until around tier 8/9 for BB's. DD's CL and CA are somewhat fun, because they fire quickly. 
  • The game doesn't make you feel like you've achieve anything, and has no end game (harbor assaults) yet. 
  •  Just rushing around torping everything on auto aim, hobbit war style is boring. Especially when you want to do a proper long range BB vs BB battle.
  • Ship trees & tiers. All ship classes go up to tier XI. Let me get this one straight, a tier XI Destroyer. This causes confusion, because players will naturally compare all tier DD, CA, CL's to a BB's and expect them to be competitive. BB's are superior to all support ships in a gun fight.  Final judgement will have to wait.
  • BB5 + BB6 ships from NF1  have not been introduced (yet). But if they come along how much xp would be needed for these as tier XII & XIII?  It is 5 million xp for tier XI now. Would tier XII cost 10 million? and XIII 20 million? (In NF1 the total XP was 42 million to get level 120 A BB5 was about half  way through the grind) So I suppose this would make sense. But with current exp and credit limitations (in terms of earning, in NF1 you could earn 20,00-50,000 xp per battle). Only earning 5-8k xp per battle in NF2 (without premium) is comparatively slow. With recent updates, and other updates to come this will be improved. That's before looking at the credits needed, which at tier 9, you earn 2k per win. which requires 800-1000 rounds just to afford the final ships. Again with the updates it's not extremely bad, but a little bit inconvenient.
  • Only 16 players per team. This should be up at around 30. Just like GB1 & GB2 battle rooms from NF1.
  • The maps are not the best. They seem to have been hastily thrown together to cater for close combat and the capturing islands game mode (which is the only one currently available)  
  • No veto option for maps. Some map just don't cater for APA's, BB's or SS. Most cater to low tier torpedo ships, rushing around. Note: change game name to TorpedoField2.
  • Cohesion of battles. Some maps split your team into two or three groups. This makes your force spread terrible and then you cant work together effectively. And believe me teams rarely work properly in match making.
  • Start points: again issue comes from bad maps and lack of game modes.
  • Capture mode: people play differently with objectives on the map. I've seen this in all games FPS, RTS & RPG's. We need a pure death-match mode like GB's or Normal rooms on an open seas map. This would allow players to hone their combat skills. Not everyone wants only objective based modes. 
One comparison video on YouTube stated that Navyfield 2 feels more like an arcade spam-click and press space bar game, than the tactical simulation game Navyfield 1 was.

Right now NF2 doesn't really feel like it came from NF1. It feels more like an arcade-style mashup of some NF1 ideas blended with, WoWs , and then given a P2W model (ok granted they need some revenue stream for traction)

The skill factor for aiming is a lot less and battleship play is largely different to its predecessor. General gameplay caters for low level ships/officers who can spray torpedoes throughout games.

All the above said, the game is still in it's infancy, and needs improving.

But the changes will come eventually. It took Navyfield several years of weekly updates before things were ironed out to a reasonably ok level.

Things will be no different here. SDEnternet want to make some money and keep people playing the game over time instead of levelling up too fast and losing interest in the game.

But big changes are needed.


Monday, 2 February 2015

Navyfield Nostalgia

I have had a great trip down memory lane looking back at navyfield 1 on the European server, as I'm sure many of you guys have too since it's absence, now playing navyfield 2.

Here are some of my personal highlights to reflect some of the great memories I had while playing.


The Music

Every gamer knows that music can make a game feel unique. It adds so much to it's strength and character. Navyfield was no exception.

The original theme music was iconic and will be forever etched in our memories. Navy Field Theme Music 1. A triumphant fanfare to the totally epic and unique style of game if there ever was one. Then the updated main theme Navyfield Theme Music 2, subtly different, while still good, was not as epic.

Then came the in-game music. It really stirs the emotions when your charge into battle with large hulking ships. Battle Music 1.

 I must have listened to these songs tens of thousands of times at least.

My only sad point was that they didn't make additional tracks except the new theme tune and lobby music. But every single score was truly deep and added to the game like few others games.

The Game Play


Initially I loved they style of game. After leveling up fairly quickly I was happy, but that wore off when the leveling-up seemed slower and people always beat because of having higher level ships and crews.

Once I realized this was a game for the long-term, then I enjoyed it more. Think several months to max out a ship. Only when you get into a battleship does it make more sense, and when your crew is better. Each new ship feels so satisfying to reach.

After getting into the real ships the mighty BB4'+BB5's it becomes interesting. I was in my UK Lion 2, I was so invested in the game, and I loved every minute. (later on i got a Super Yammy and a H44, both excellent ships in their own right)

 Near the end of this leveling process you 'figure out' the crux of the game. You know what ships do what, how they play and you learn play styles, rushing, defensive, torping etc.... Quite simply, I was in love. And then there was still more to do and learn.

The UK were my first choice and I am grateful I chose them with their strong battleships. I felt that was the only thing I had to learn. But the game is so deep and involved, to truly enjoy it you had to put up with it, learn what all the ships are like on your way to level 120.

Then came the BB6's, The last ship you could get, the reward for getting your BO to 120. For KM , the Kaiser has the longest range,  the UK had the Queen Victoria (QV) with speed and attacking ability. Then the IJN had the Amagi having high-angle shells was the ultimate defensive beast on the sea. Just wow!

 I never got to try USN and the Nebraska which had better range and damage output than the QV, but less range than a Kaiser

These ships were what NF1 was all about. The last ships you could get, the big stick. And they were So much fun.

End Game


Harbor assaults are the end game for fleets. Although never doing HA's regularly, I did enjoy the odd HA here and there with a decent fleet or two. Eventually I came into my own as a fleet recruiter and managed to organize two HA's before the servers went offline. 

HA's were the end game, and were so much fun to organize and play. I absolutely could not fault the pure strategy and team play involved in this. This was what the game was really all about, and it was totally exhilarating.

Faults, errors, bugs, updates

Yes navy field was full of bugs. The crash bug, the vision bug, audio bugs, button/control bugs, to name a few. But you know what? I still wanted to play it. Why? why did I enjoy grinding so long and hard to get those level 120 ships even with all the bugs?

Because the longer you make a grind, people will feel more invested about the time and effort they put into it. And it separates average players from those committed to getting what ships they wanted.

And we all know slower paced game play makes for a more interesting and hardcore game.

Let's not forget some of the later and more dodgy updates. The H44 mistakenly getting insane range; over a ship length longer than a Kaiser. The in-game chatter on this one was immense.

The credit/exp bug. Where games could result in over 150, 000 xp for BB's or 300,000 xp for CV's.  Something that could only be achieved by getting plenty of damage in normal rooms. What a fun week that was between the regular weekly updates, I can tell you!

The sheer amount of updates, tweaks and events that occurred on the Europe server as the player base slowly dwindled was amazing.

The ships really were functioning superbly (albeit with the initial 4 nations) until they introduced the other 3 nations France, Soviet and Italy. Because there were new ships more updates were required to regain the balance again.

However despite this, each ship felt unique in its own right. The range of guns felt spot on. The damage and speed. All these little things were really finely tuned and then re-tuned.

The different play styles between nations was perfect and no two felt alike. UK had repair and tough ships. KM had range. IJN was defensive and had incredible AA. USN had balance and good CV's. And the other three additional nations each contributed niche ships with interesting features into the mix. Italy with low-angle shells that had strong armor-piercing capability.

Conclusion


Was NF1 perfect? No, it had flaws and issue like most games

Did I think it was an epic game? Yes it truly was, because it was well paced, tough to master in-game and harbor, the end-game was brilliant and tactics and strategy would really pay-off and win the battle.

I absolutely love navy field, all the 10,000+ matches I've played, the events, the grinding, the fleet wars and the few harbor assaults I engaged in fully with decent ships. I only regret not finding the game sooner and being more regularly active (had an 18 month gap), and being more active in my fleet from the start.

I wish I started off the game early in it's life. When it came around to making a new nation I wish I could have gone for KM or USN first because they had the better end game BB6's.

Navy field 1 is the best ship game to grace this earth. It provides rpg, strategy, and promotes skill, team play and a long-term experience of many years, one that will not be easily forgotten.










Tuesday, 30 December 2014

Welcome

Thank you for taking a look at Navyfield 2 Master Class!

This is the most current resource boasting the latest information and gameplay tips for Navyfield 2 to help you have a blast online by being geared up for the battles ahead.

Navyfield 2 has now been given a live release in December 2014 and there is much to learn about, with many new and exciting adjustments for the veterans from navyfield 1 to sink their teeth into.

COMING SOON



  • General Startup Guide
  • First-Battle Master Tips
  • Captain's Log Episode 1