Monday, 13 April 2015

Earning Credits Efficiently

The best way to earn credits is to do your bit and survive:

  • Do some damage and sink some ships.

  • Capture islands, radars or airfields.

  • Recieve less damage. Repairing your ship will eat away your credits. Repairs are automatic at the end of a match.

  • Dont get sunk. This is a pretty big one. Repairing a sunken ship costs even more.


Sinking a ship will also get you credit rewards. More about those later.

Try reading the after action report to see how much repair costs were on your ship if sunk or damaged. This will show you what you should improve on in your next battle.

The key here is to be very strict about how you play. Dont rush into battle, needlessly take damage, and sink. And never get sunk within the first few minutes of a match.

If your team are winning and you get sunk mid-game, stay until the end and claim the victory and more credits

Tuesday, 7 April 2015

Tier IX Battleships

Tier 9 battleships are becoming more common now that xp is easier to earn. And with your first high tier ship you get new challenges that come along with it.

The first big change when moving up to a tier 9 battleship is that you have no secondary guns that do HE/AP damage. Tier IX only have AA guns.

This makes tier 9's function slightly different because:

  • Your dps has been drastically reduced, due to no secondary gun damage.
  • Frantic close quarter battles are no places for tier 9's that take place with multiple lower tier bb's and support ships.
  • You become the favourite target for Subs and Dive Bombers who, understandably, want to sink you fast and get tons of damage in the process.
And all the other ship captains know this. You can get surrounded and swamped by a few clever opponents with a mixture of destroyers, cruisers & low tier battleships. All they do is focus fire and sit on opposite sides of your ship.

Your biggest disadvantages are your reload times. Your ship turn rate/force. Your gun tracking rate (the time it takes your guns to turn to the opposite side of the ship



Your greatest advantages in a BB9 are: Range, Damage, DP (health) and Speed

This can't be stressed enough, keep your distance from multiple targets. Especially support ships who prefer close range combat.

Learn to be patient in the first few minutes, don't rush in taking lots of damage and don't waste ammo on small targets. 

Focus on big targets at long range. Wait for the enemy to be whittled down. Don't go anywhere alone. Stay with your team!

 If alone, or in a 1vs1 BB fight, keep your distance and shoot down scouts with AA, then attack when they are blind. Any half decent BB should control their scout and lower it's altitude.

Be aware of locations of submarines and bombers. These will instantly target you!





Wednesday, 1 April 2015

Crew Setups

Crews abilities are shared in Navyfield 2. Each officer occupies an imaginary slot on the ship you select.

You change the officers onboard via the 'Battle Stations' icon. This opens up a window to equip officers. In navyfield 2 the officers remain active with your current ship.

As your captain increases in level, points can be allotted to him enable access to more officers slots to become unlocked. Thereby allowing more officer to be place on board a ship.

The more officers you have on board the more they can affect the various functions and running of the ship you are in.

In general, Battleship players require more Weapon and Support officers. Submarines and APA craft require Specialist officers. Aircraft Carriers require Aviation officers.*

Assign points to your Captain according to which ability officers you need for the ships you plan to access later on. A little bit of planning is required, even at this stage. Up to around level 40-50 officer will increase after every battle.

Officers gain experience and level up. 1 point get added per level to spend on ability modifiers. Assigned points improve that officer's ability when aboard the ship, making it run better.

Which all makes sense, as the more officers and officer points you have will increase that part of functionality onboard the current ship.

To begin with each captain you make will have access to 20 officer slots (3 of which will already be used as default). You can change them as you see fit.

A new officer will cost you 50 Credits.


*For more detailed guidelines of officer abilities check out the nf2 forum here

Also view the officer ability caps (note all caps require morale to be at 200% to work fully) to see how many of each sailor you require to reach the cap.

A review of the premium officer benefits is here if you plan to buy them.

Tuesday, 31 March 2015

Reading the Gameplay

What do we mean by this, reading the game play? It involves the following: battle awareness, preparedness, decision making, intuition, team work and communication.

You should already know all of the above, especially if you are eager to stay on top of your game. In navyfield 2 there is no exception to this rule either. If you could do with a refresher or are looking to improve your game then read on.

Battle Awareness


Being aware of the battle and how it progresses is crucial because things change fast, and you will need to adjust your approach.
  • A captain must be aware of as much of the battle as much of the time.
Take note of nearby supporting ships, how many there are, if they are in range, if they are preoccupied. Evaluate the situation and base your decision with the most data available to you.

Priority targets, like unprotected CVs and flagships are important to identify.

Evaluating Your Options


There are three things you should focus on in battle:

  • Your target: The ship you will initially be firing upon.
  • Support ships: Ships that could choose to engage you while you are distracted with your target.
  • The big picture: general positions of all other ships, across the map. Those not in this engagements.




Your target is the ship you have decided to sink first, usually this will be the greatest threat to you and your nearby team. Most often the mindset is the bigger the better. And this is true, bigger ships are easy to hit with guns and torpedoes.

Be aware that you don't get tunnel vision and only shoot and chase your target when they retreat into the back of the team.

This is why you must also pay attention to the enemy team composition, and your targets' support ships.

Support ships have a funny tendency of shooting you while you are focusing on your target. When they start doing this, you need to think fast so you don't get swamped from multiple ship attacks, or worse get flanked in a massive torpedo crossfire.

Lastly, to keep you clued in to how the match unfolds, you need to keep the bigger picture in mind. Understanding how the whole battle is going. And to do this the you have one very helpful piece of equipment. The radar.

The radar is not just useful, but it's vital for locating your enemy quickly. It informs you of the  locations of all ships in sight. Use your radar when deciding to attack or retreat.

If you are planning to attack, take a look at their composition. What ship types & tiers are against you.

Expect things like getting bombed from the air, getting torpedo rushed by that eager DD.

Is this target in a tier that I can confront successfully in my attack, or will I get hammered too hard?
Is this ship expecting an attack from me? are they retreating? do they have sight (scout) on me? could I inform my team mates who I am attacking and get them to focus fire too?

  • If you realize you are at a disadvantage, or it feels wrong. Don't do it.

The voice that says you are making a mistake is usually right. Always listen to it. Go back to gathering information, scouting, and even communicating with your team.

Continue Decision Making


This process never stops as the battle progresses. The ship composition will change at any moment on either team. You could lose vision, get bombed, get rushed etc etc...

So many variables demand you stay alert and be adaptable as the battle dynamic shifts. Be really strict with yourself when paying attention to the whole battle.

Attacking causes you to become a source of aggravation for the enemy. Aggravation gets you shot at. Remember this when attacking: you will draw attention.

The more you force yourself to play smart, the more you will stay alive and be of use to your team.



Monday, 23 March 2015

Introducing Islands

Having played a few game now you will notice that all the maps have bases and islands.

What do they do?

Islands can fall under one type of base: Army, Air or Sea. They can also be an AirField, Munitions Base or Radar station.

All three pose interesting advantages during the course of a battle. All three provide immediate vision around the island itself.

The type of base it is allows for additional game changing benefits, for instance:

  • Airfields can be used to call down bombing strikes over a target area.


  • Munitions bases have turrets on them which attack nearby enemy ships.


  • Radar Stations provide ship detection across the entire battle area.


A further benefit all bases have have is the ability to spawn (teleport) your ship between other islands/ bases that your team currently own, provided you control both bases by 50% or more.

The addition of islands to NF2 provides more of a strategic objective for teams to aim towards during a match. As sight/vision is a key thing for all players, knowing where the enemy is is a valuable tool. Especially at low levels with no scouts.

Island bases reduce the chance for players to 'hide' in the fog of war.

Island bases are a good way of encouraging players to use them to their advantage for sight and teleporting (spawning).

Island bases are interesting for general matches beacuase they allow low tier ships to become involved in the game without necessarily having to dealing massive ammounts of damage. It also adds a more strategic element to an otherwise empty battle area.

In NF1 islands were just navigational hazzards, and were generally disfavoured over open water maps.

Now in NF2 islands still provide a navigational hazzard, but they incur great benefits for taking the time to capture them. They are a reward for your patience and team effort.

Bases can be fired upon. This reduces the ammount of control. It does not, however, destroy the base itself.

Use islands to your teams' benefit.

Monday, 16 March 2015

Post Battle

After battle, whether you win, lose or draw you will receive credits and experience. Unless you did nothing.

The post-battle results show you what credits and experience you have earned, how much damage you dealt, how many ships you sunk, cost of your ship repairs, captain and officer experience, etc...

This can be helpful to review what you did during the match.

After you're done, return to the shipyard to manage your crew.

Things to do once you return to your shipyard:

  • Add points to your captain and officers, to increase their abilities.

  • View the ship tree, research ship upgrades, buy ship upgrades, buy a new ship, buy ship items (like armour).

  • Sell outdated ship classes. You can only have 2 of each ship class in your shipyard at any one time. When getting a teir 7 BB sell the teir 5 to free up space and get some more credits.


When you are ready, hit the Battle button and search for a new match.

Monday, 9 March 2015

Current Game Problems

After playing NF2 and reading posts on the NF2 forum, there are some serious issues with the game that need to be fixed before it can get close to what NF1 was like

Not to say that NF1 was perfect, but it did have better overall balance (granted after several years). And many of the lessons learned should have been applied to NF2 from the start.

Serious Problems:

  • Matchmaking isnt functioning correctly.

  • The ammount of Credits earned seems to be low compared to the exp earned.

  • Upgrade costs appear too high, at least to start.

  • Ship setups can not be altered, making them less adaptable and less fun

  • Sonar ability seems to be flawed.

  • Fleet members are linked by their Captains not by gamer accounts.

-The match making service is not working correctly and produces some indescribably uneven matchups. This may be due to lack of population and/or the general population having lower average ship levels.

-Credits earned are significantly less compared to the ammount of exp earned per match. (eg: 1205 EXP and 650 Credits, on a win with minimal damage + capping an island) Experience is used to buy Research. Credits buys you items, ships, upgrades and repairs. (Credit Rewards help somewhat)

-The cost of ship upgrades seem high on your first run through. Choice: spend credits on upgrades or save up to buy a better ship. Can always go back to master the ship upgrades later.

-Ships are not adaptable. You cant change the guns or the quantity of armour like NF1. I should be able to armour up my ship, lose 1 of the turrets to free up weight to go faster etc...

An update is coming soon to change this.

-Teir IV + V Battleships have no scouts or AA guns, making them useless in my view. These BB's rely too heavily on team mates to provide scouting and AA fire, which is wrong.

-Fleet members are linked by their captains not by their gamer account! This poses the worst problem for fleets. People will use their accounts and have different captains in different fleets. This is absolutely idiotic, flawed and totally unacceptable. This needs to be fixed.