Wiki · Combat
Firing weapons
Weapon groups, aiming, torpedoes and the guns that fire on their own.
Weapon groups
Weapons you fire yourself are sorted into 6 groups with fixed number keys. You fire one group at a time, with Space.
| Key | Group | How it fires |
|---|---|---|
| 1 | Guns | Hold Space. Every gun that bears fires when it has reloaded. |
| 2 | Torpedoes | One round per press. |
| 3 | Rockets | One press fires one launcher's whole salvo. |
| 4 | Depth charges | One round per press. |
| 5 | Missiles | One round per press. |
| 6 | Mines | Hold Space. Each mine is laid where the ship is. |
For torpedoes, missiles, depth charges and rockets a press takes one launcher; press again for the next loaded one. Holding the key does nothing, and a press made while nothing can fire is not saved up.
Aiming guns
Click a ship or the sea to set the aim point. Each turret turns toward it at its own rate and fires once it bears. The marker on the water shows where the shells will fall: they land at random inside it, and it grows with range. A gun reports why it is not firing:
| Readout | Meaning |
|---|---|
| Turning | The mount is still training onto the aim point. |
| Out of arc | The aim point is outside the mount's arc of fire. Turn the ship. |
| Blocked | Your own ship is in the way of the shot. |
| Too close / Too far | The aim point is inside the minimum or beyond the maximum range. |
| Disabled | The mount is down to 10% of its integrity. |
| Empty | The mount has used its ammunition for this battle. |
Shells and blasts never hurt your own ship or your allies. G draws each group's range on the sea, and Shift raises the 4× telescope for long shots.
Torpedoes
- A torpedo is harmless for its first 100 m, then live. Its wake shows where it is.
- It runs on the surface in a straight line for up to 3.0 km, or 4.5 km from the triple launcher. Homing types steer toward a target.
- Deck launchers turn to the aim point, slowly. Underwater tubes are fixed: they fire straight along their own axis wherever you are aiming, so you aim them with the helm.
- A torpedo hits a submarine at any depth if its track crosses the boat. Diving does not dodge it.
Guns that fire themselves
Anti-aircraft guns and CIWS need no key and no weapon group. AT/AA guns also open on the nearest enemy ship they can see once it is close enough, raking its hull; the larger ones keep most of their magazine for aircraft. The Anti-aircraft view of Weapons gives each one's reach and effect.
An automatic mount hits an aircraft hardest at the muzzle and with 25% of that effect at its full range.