Table of content:
- Introduction
- Information related to General Gameplay
- Reaching Level 12
- Documentation on BO upgrading (aka. How to get the first ship of a Nation)
- Preparations for the first Ship of a Nation
- Consequences of the Ship-Selection
- Buying the first Ship of a Nation
- How to use a Plane, Scout Planes in certain
- Setting up Pilots and Planes
- How to use the Scout (and Planes in general) ingame
- Summary and Checklist on Plane usage
- Information related to Combat
- Soft Defense and the Healthbar HUD
- The difference between shown damage popping up on a hit ship and the actually dealt damage
- The types of Ammo in NF & About the Shell Colors
- The types of Armor in NF & About their Effects
- Different types of Shell Impacts
- Disappearing Shells
INTRODUCTION
This Guide contains information about various things in NavyField which fit in either no other, or several other categories.
Please have a close look at the Table of content, it should show you all the interesting things you will find in here.
Information related to General Gameplay
Information for players reaching Level 12
People reaching level 12 are confronted with many new things. First of all, they can (and should) now select a Nation.
This decision will have a severe impact on the following gameplay, so it has to be thought about thorougly.
For this, please check out all the Information of the Summary of Differences between the Nations (opens new window). In addition it would be a good thing to have a cloers look at the Ships and Guns of the Nations, check trainworld.us (opens new window) to get an idea of what awaits you.
After you made your decision, it is time to put the money where your mouth is: Promote and Nationalise your Sailors.
Let's start with the Commander of your future Ships, the Bridge Operator.
Bridge Operator Promotion
Depending on how you "Upgrade" him
you get access to different types of ships. You might compare this to selecting
new skills in for example "Diablo II".
First, this is how the
"Upgrading" itself works:
The Promotion itself
When your BO reaches level 12, firstly
convert him to the nation of your desire. To do this, click on the CLS button
[A] on your BO and select the nation you want [B] (Click OK after selecting it)
, then click on the CLS button [C] again and change him to "Bridge Operator" [D]
(Click OK after selecting it and confirm with a click on YES in the next pop-up)
If you cannot convert him (Icon greyed out), try putting the BO off the
ship into your sailor menu.



Preparations to get the first Ship of a Nation
Now you need to
"Upgrade" your BO to gain access to the first nation's ship.
To do this, click
on the SHP button [E] on your BO. A new window will pop up in which you can see
different lines (So called pathways, the whole arrangement of pathways forms the
"Ship Tree" of a Nation). When a shipname-button flashes and says "NEXT SHIP"
[F] you might click on it to select it [F] (Click OK after selecting it). But
before you do this, please read the following notes under 3]


Important info about Ship-Selection and the consequences
Unfortunately this
shiptree ingame lacks some very important information:
- Watch the tree carefully (look from the left to the right) and you will
see that the shiptree diverges at some points. These are the points where you
have to decide on what you want, BECAUSE ONCE YOU DECIDED FOR A PATH YOU
CANNOT GO THE OTHER PATH WITH THE SAME BO! Example: When you chose "Z31" at
level 20 as German you won't be able to select "SpaehKreuzer D38" at level 24
with this BO, you'd have to train a new one. Even when someone sold you a D38 you would not be able to use it since you have not selected it! I repeat: You cannot have a BO use a Ship that he has not selected in his own Shiptree!
- You also have to take note that the shiptree does not always diverge at
the same level, for example Path1 (Example: Gearing) can be accessed at level
19, but Path2 (Example: Somers) can not be accessed at level 19, but only with
level 22 .
- From the ingame shiptree you are unable to see what ships there are which
will be available in the future. To coop with this, usethe ship
section on trainworld.us (opens new window), and there look at the Ship Chart (1) tables for each nation.
- Remodels (or "Refits" on trainworld.us) do not have to be activated first,
so you can remodel as much as you want. If you have 2 remodel opportunities on
a ship (for example on the Gearing) you can switch between them whenever you
want)
- You cannot have multiple BOs on one ship, so if you leveled another
neutral you want to be BO to level 12 on a ship where you already have a BO,
you have to take him off the ship in order to be able to convert him to BO
- You can also buy a BO Reset Item from the NF Store Online now, which resets your BO so that he has no Ships selected, which can come in handy if you eg. want to switch a level 80 US BO from the South Dakota path to the North Carolina path, however it costs $20.
Buying your first ship of a Nation
Finally, to buy your Nation's ship you have to go to that nation's
harbor. To do this, take all sailors of your neutral ship (sell it if you
want) and click on the "SHIP YARD" button [G] in the upper right corner of the
harbor and select the desired port in the drop-down menu [H]. The just click on the "NEW" button in the menu to the left.

How to use a Plane, Scout Planes in certain
Introduction
Many Light Cruisers, and most Heavy Cruisers and above have Scout Planes. Those are very important, both for yourself and for your team since they allow anyone on your team to see further than their own view.
Being able to see enemy Ships as well as your own Shells' Impacts is of excessive importance at the Light and Heavy Cruiser stage already, and it becomes more and more important the further you advance in the shiptree, since both Range and Firepower will (commonly) increase, which means that those Ships which are unable to see their Enemies can be sunk more and more easily.
Because of this, you should plan to get a Scout Plane, which you should have at the latest when you get your first Heavy Cruiser.
To use any Plane, you have to first set it up properly. The following will focus on Scout Planes, but it works similarly for all types of Planes.
If you are just looking for a quick explanation on how to use Planes and would prefer a Checklist to go through, please refer to this section of the Guide (scrolls down, but please also take the time to read through the whole Section for additional information and hints.
Setting up Pilots and Planes
Let's look at what you need in order to use a Scout Plane.
First, there is the Rookie Pilot.
Only Rookie Pilots can use Scout Planes, so do not promote one any further if you only want to use him with Scout Planes!
Go to the Force Mode by clicking on the Force Button to the lower right.
As shown in this picture, you should check
- [A] for the proper Job
- [B] for the proper Level
of the Pilot.
The Level of a Pilot determines which Planes he can use.
For a full list of the available Planes and their Level requirements, please check this section of trainworld.us (opens new window).
Usually, Planes of a higher Level are better than those of lower Levels, but you should use that site to double-check the statistics.
Please note that Pilots must have Experts and/or Veterans in order to be capable of using Planes. |
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Now, once you have found a Pilot that suits your needs, you have to put him on one of the Support Slots [C].
This is very important!
If you place him on one of the Slots on the Hull itself [D], then you will not be able to use a Plane with that Pilot!
With the Pilot in (proper) position, it is now time to put the Planes themselves on the ship. |
Please watch the animation below
 |
Go to the Ship Mode by clicking on the Ship Button to the lower right.
Now click on the Plane Mount [E], or locate the Mount at the bottom of the Mount Menu to the lower right [F], you might need to scroll down here (use the Mousewheel or the Buttons there to do this).
If you have problems finding the Plane Mount, look for the Mounts with red circles around them. One of them is for the FCS, the other is for the Planes.
Please note that not all Ships have Plane Mounts, therefor not all Ships can use Scout Planes!
Please read below. |
Please watch the animation below
 |
After clicking on the Plane Mount, a new menu will pop up.
Here, you can select the
Type of Planes to put on the Ship [G]
Amount of Planes to put on the Ship [H]
You can also see how much Plane Space is required for one Plane of the selected Type and how much it weights and costs [K].
The information about Plane Space is invaluable. Check the available Plane Space on all Ships by using this section of trainworld.us (opens new window). Then you will see how many Planes of which Type you can put on any Ship.
Ships listed with zero (0) Plane Space available cannot use any Planes at all! |
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You should now be able to properly put both a Rookie Pilot and a Scout Plane on your Ship.
In addition, this same method applies to all other types of Planes and Pilots. All Pilots have to be in the Support Slots, and all Planes have to be put on their respective Plane Mounts on the Ship.
Now, let's look at how to use them in the actual battle.
How to use the Scout (or Planes in general) ingame
If you have properly placed (at least one) Pilot and some Planes, then you will be able to see and use the Plane Menu [A] in battle, at the lower middle screen area, replacing the Gun Control Menu. You should know those Gun Controls by heart at this point.
Here, you can see
- The Type of Plane [B]
- How many Planes you have [C]
- How many Pilots you have [D]
The little Stop Watches tell you how many Pilots you have (one Stop Watch is the symbol for one Pilot) and the progress of them readying their Planes (read below). |
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You can also order launched Planes back or look at their position.
The first one will be described further below, the latter one is done by clicking on the Find Button [E], or by quickly pressing the Number Key of a Pilot on your keyboard (if you only have a single Pilot, it would be the number '1') twice in a row.
To switch between the Pilots, click on the small 'Pedal' [F] to the left of the respective Stop Watch.
Pressing the respective Number Key for a Pilot only once will simply select the Pilot and his Plane, similar to clicking on the Pedal.
Using the Number Keys is the fastest way to switch between Pilots, and combined with double-pressing them you can quickly prepare, look at and command your Planes. Get used to using the Number Keys! |
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In order to actually get a Plane in the air, you first have to prepare it.
For this, select a Pilot you want to use, then just increase the amounts of Planes to prepare by clicking on the arrows.
You can both increase and decrease the amounts of Planes to prepare, just click on the arrow pointing Up [+] to increase, or on the arrow pointing down [-] to decrease the amount.
The amount of Planes to prepare is displayed under the Ready Area [G].
The amount of Planes you can prepare at a time and have already prepared, but not launched yet, depends on Ship you are using. Trainworld.us (as linked above) gives you that Information under the name 'Aircraft Take Off at one time'. |
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The listed capability of 'Aircraft Take Off at one time' is the amount of Planes which can be listed in the Ready Area PLUS those which have already been prepared and just await the take-off (Launch Button shown).
This means that, for example, a Ship with a listed '8' of 'Aircraft Take Off at one time' can have eg. 4 Planes of one Pilot awaiting take-off, 3 Planes of another Pilot in the Ready Area and another, single Plane in the Ready Area of another Pilot. Even with yet another Pilot, in this situation you could not prepare more planes, not even adding them to the Ready Area. However, Planes in the Air do not count towards this, so you could have 8 Planes in the Air and another 8 prepared.
In addition, please take not that, from time to time, you will not see the amount of Planes in the Ready Area increase after using the arrows.
This is caused by lag, and most often happens at the beginning of a battle. In this case, just keep clicking on the arrows several times, but watch closely, since sometimes the amount of Planes jumps of 0 to 2 at once (if your Ship allows you to prepare multiple Planes at once). |
If you now click on the Ready Button [H], after selecting the amount if Planes you want to prepare, the Stop Watch of the Pilot who's Planes you are readying will start 'ticking'.
Note: After pressing the Ready Button, you can't add more Planes to that Pilot's Ready Area, or stop the Readying Process.
Once it made a full circle the Stop Watch will change into a Launch Button [K].
The more Planes you ready at once on a single Pilot, the longer it takes. Using single Scout Planes for one Pilot is the commonly advised method, since sending more than one Plane per Scout Squad gives hardly any benefits.
Push the Launch Button [K], and the Plane(s) will lift off. The Ready Button will then change into the BK Home (Back Home) Button [L] which is used to order the Plane back to the ship, where it will then land if it has sufficient supplies of fuel to return.
|
Please watch the animation below
 |
After launching a Plane, it is advisable to immediately use the arrows to increase the amount of Planes to prepare again.
That way, you will just have to press the Ready Button again to prepare new Planes once the currently flying Planes have returned, which saves you some seconds. |
Once you got your Plane(s) in the Air, it is important for you to position it/them properly.
Immediately after the Plane (I will now assume that you only send one Scout Plane per Pilot) has taken off, send it to the desired location! This will prevent the Plane from wasting time by flying circles to reach the Default Altitude.
To do this, move your view to the target location, launch the Plane and then immediately select it by using the Number Key of its Pilot! Then just right-click on the desired location. Once the Plane has reached that location, it will start circling around it.
Take note: The real location of a Plane in respect to a Ship is the location of its Shadow [N]!
Remember this when you want to check the location of your Plane! |
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As a rule of thumb: Try to keep your Scout Planes in a position where you can see the enemy Ships
at the edge of the Scout Plane's Viewing Distance, but outside of the enemy AA-Range.
You will face the AA Guns with the longest range on Battleships of the Yamato- and SuperYamato-Class, as well as on many German Battleships and, rarely, on some UK Battleships.
In addition, some smaller ships like DD,CL and CA sometimes take the role of an AA-Escort, watch out for those as well!
For Scout Planes, it is also the best to change the Scout Plane's Altitude to a bit below the Default Altitude.
To do this, use ',' (move down) and 'L' (move up) or the keys you selected in the Options (F10). You can also use these controls while the Plane is gaining Altitude directly after you launched it, it will then stop the upwards movement and remain at approximately the Altitude you pushed one of those buttons. Experiment a bit with the Altitudes, and find out which Altitude suits your style of Scouting.
If your Plane flies below Default Altitude, you will have to watch out that it doesn't get into the closer proximity of enemy Ships, since it will be much more vulnerable to AAW (the Automated AntiAir Weapons).
Don't let it fly too low when enemy Ships are nearby! Always know where your Scout is!
However, this is much better than seeing your Plane getting shot down just because it follows enemy Planes at Default Altitude, thereby getting easily hit by friendly AA firing at the Golden Angle. Players with little experience in AA will also have a harder time hitting a Plane which does not fly at the default Altitude.
See the AA Guide (opens new window) for more information on the Golden Angle if you are interested.
You have to watch out for your Plane not to start chasing enemy Planes all the time, anyway.
Listen for messages like 'Taking fire, let them have it!' or 'Enemy Planes in sight!'. If you hear those, go to your Plane (double-press the Number Key for its Pilot!) and check if it is chasing some other Planes. Order it back, if necessary.
Don't let enemy Planes trick your Planes into following them to a location where your Planes are of no use or even in danger of getting shot down! |
If you have selected a Plane in the Air (Either by using the Pedal, the Number Key or using your mouse to draw a selection box catching it), you will see some interesting information next to it.
Most importantly, there you see the amount of remaining Fuel [O], the left of the two values.
Fuel is used up while moving the Plane, shortly after reaching zero (0) the Plane will crash. Planes will travel for some more time even without Fuel, but don't stress it!
You can also see the Distance from that Plane to your Ship [P], the right of the two values.
That Distance tells you how much Fuel the Plane will need to return to your Ship from its current position. However, there are certain factors like altitude changes affecting it, so it is just an approximation.
|
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Planes will return automatically once they are low on fuel, but this does not always work on time. You therefor need to have an eye on your Planes all the time!
If you are not under enemy fire or another danger, you can also easily decrease the time a Plane needs to land.
Usually, a Plane coming back home will fly behind your Ship, then fly circles to decrease Altitude.
Instead of letting them do this, do the following:
- Do not use the BK Home Button or let a Plane return automatically from a distance
- Instead, order the Plane to move to your Ship
- When the Plane is out of dangerous areas, lower its Altitude to the Minimum Altitude (',' or the key defined in the options)
- Once it reached Minimum Altitude, click the BK Home Button
- During this whole procedure, watch out that the Pilot does not initiate the automatic return.
If he does that (he informs you by voice), you have to restart this procedure.
As mentioned before, this procedure demands some attention from your side, so you should really only do this when you are sure that there is no danger nearby or ahead of you.
Try to avoid losing Planes from fuel shortages, Planes are of much more use if they are alive or even simply sitting in reserve.
In order to de-select a Plane, you have to left-click on the screen. Sometimes this does not work, in this case use your left mouse button to draw a selection box somewhere into the open see, that should fix it.
Summary
If all of the above information (scrolls up) was a bit too much for you or if you are just looking for a quick checklist to stick to, then just have a look at the following checklist, checking back to the above points when necessary:
Preparations in the Harbor
- Only Rookie Pilots can use Scout Planes
- Any Pilots have to be placed on the Support Slots in order to use Planes
- Planes have to be loaded by clicking on the red-circled Plane Mounts on the Ship or in the Menu to the lower right
- Pilots must have Experts and/or Veterans in order to be able to use Planes
Preparations ingame
- Select a Pilot on your Ship either by clicking on his Pedal or pressing the respective Number Key
- Add Planes to the Ready Area by clicking on the arrows to the right in the Plane Menu
- Sometimes, clicks on the arrows are not registered, just keep on clicking
- It is the best to use single Planes for Scouting Purposes on one Pilot, not more
- Press the Ready Button to prepare Planes in the Ready Area for takeoff
- After pressing the Ready Button, you cannot add more Planes to that Pilot's Ready Area, or stop the Readying Process
- Once the Stop Watch of the Pilot has made a full circle, after pressing the Ready Button, it turns into the Launch Button
- Press the Launch Button to launch the prepared Planes
Controlling the Planes
- Select Planes in the Air either by clicking on the Pilot's Pedal, pressing his Number Key or using a Selection Box over the Planes
- Order Planes to a location by Right-Clicking on the Sea
- Deselect Planes by Left-Clicking on the Sea or drawing a Selection Box over open water
- A Plane will fly circles once it has reached its set destination
- Use 'L' to increase or ',' to decrease a Plane's Altitude (check the Options [F10] to reconfigure this, if needed)
- Do not let your Scouts fly at the Default Altitude, they will fall victim to AA-Fire easily!
- Do not let your Planes fly too low when enemy Planes are near them, they will fall victim to AAW easily!
- The Real Location of a Plane is the Location of its Shadow (required to know in order to avoid Clouds/AA-Fire/AAW)
- On selected Planes, the left number next to the Plane is the amount of Fuel left, the right one is the distance to the ship
Now you should know how to set-up Planes and their Pilots, how to launch and return Planes in general and how to use Scout Planes. This is vital information for a good team player, make good use of it! |
Combat-Related Information
Soft Defense and the Healthbar HUD
This part was created
with the help of SmEdD , ToXiC and LordMichael
You may have noticed the bars and numbers displayed in the upper section of your HUD ingame.
That's the HUD section that informs you about your ship's health, and Soft Defense (SD) is very closely connected to this so I am going to explain it here.
Basically a high value of "Soft
Defense" will lower the damage you take, similar to armor.
So by having
good amounts of Experts/Veterans you can have the same effect as if you mounted
some armor, which is very handy because the higher leveled your Sailors are the
more they weight, ergo you can mount less armor with high-level sailors (fully
crewed, of course) than with low level sailors.
This (relative) lack of
armor can be made up for by your crew, so try to get many Experts/Veterans.
Connected to this is the so-called "Burning" of a ship: If a ship has a
good "Soft Defense", then at some point it might start to emit smoke and
continually lose DP after being hit.
It will burn for the amount of DP a
certain hit might have caused, but at the same time your Restorers are active
and work against the loss of DP, maybe resulting in the hit dealing less damage
than without burning, depending on the Repair stats of your Restorer.
Also
note that the more "Soft Defense" you got, the higher is the chance to burn.
The exact amount of SD you have tells you the percentage of the damage from each hit you will burn for rather than taking the damage instantly.
So with 500 SD you will burn for 50% of the damage that was actually dealt to you (meaning the damage people see you take [the floating number, and the ship's displayed DP] is halved).
For example if you get hit for 2000 DP and have no SD you take 2000 damage instantly.
If you had 500 SD you would take 1000 damage instantly and then you would burn for another 1000 damage while your repairers fix you up.
This means that the damage required to kill you
goes up as well.
For example if it had 20,000 DP , then with
0 SD it would require 20,000 instant damage to kill you, but with
500 SD it would now take 30,000 instant damage to kill you.
When your ship burns down (instead of being finished off by
direct fire) you still give Tactical Points to the opposing team, however there are some rather rare situations in which no one gets Tactical Points from a burning ship, but this is neglectable.
So all-in-all, having a high "Soft Defense" might allow you to use overheat for a longer time (if you start to burn shortly before you wouldn't be able to use overheat then you will be able to use it until your DP have burnt down too far) and
in general, "Soft Defense" gained by Sailors can effectively replace armor in terms of damage 'reduction'.
So, before you can sink a ship you have to blast through his SD first, once it is gone you will notice his visible DP to decrease fast!
Note: All sailors add to your "Soft Defense", but Restorers add the most
because they have the biggest amount of skill in Restore.
You can see
your ship's "Soft Defense" Value here [1]: |
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Advanced Description of Soft-Defense
If you have advanced in the Game and have a huge SD (most noticable once you got BB) you will see what your SD does pretty clearly.
Look at this, this is the top part of the ingame HUD:

First, the slightly-red lower bar represents the Bulge of your ship, but this doesn't matter now.
[A] This green bar represents the actual health that is visible to others who look at your ship.
[A1] Is that value in a hard number.
[B] This red marker tells you how how many DP you will be able to repair.
[C] This blue marker tells you your actual real DP.
Once it has reached the left side of the screen your visible DP will decrease fast if you are hit.
This is the point you will burn to, but the marker will move to the right depending on your RepairCrew.
So, the better your SD, the more DP you will be able to recover by Repairs and the more Damage you will be able to take before you sink!
[D] The Attack-Value. This tells you how much damage you have dealt yet (Damage dealt to planes is not shown here!)
This value is very important! The number which pops up when a shell impacts on a Ship shows the damage dealt to the visible DP of the ship, so having higher SD decreases that number! For example against an enemy with 900SD (the maximum) you will see only a 10th of the damage you actually deal!
This is VERY important to know because once you level up and fight higher-level players you might think that you are dealing less damage to the enemy even though you actually deal the same amount of damage!
Let's play this through with some examples:
- Overall Situation: You hit an enemy ship with a shell worth 2000 Damage
- Note: This means that I assume that the shell would deal 2000 damage after going through any modifiers like angle, armor etc.
- Scenario 1: The enemy has 0 SD
- The pop-up will show the full 2000 damage as he receives 2000 damage directly towards his visible DP.
2000 are added to your Attack-Value (see above explanation of the HUD!).
- Scenario 2: The enemy has 100 SD
- The pop-up will show 2000-(2000*(100/1000)) = 1800 damage. As shown in the explanation about SD above,
(2000*(100/1000)) = 200 is the amount of damage that is absorbed by the SD and therefor does not go to the visible DP.
However, the damage shown in the pop-up and the damage absorbed by SD still sum up
to the original 2000 which will be displayed as addition to your Attack-Value.
I used 2000 damage as base to make it easier for you to figure out these formulas :)
- Scenario 3: The enemy has 500 SD
- The pop-up will show 2000-(2000*(500/1000)) = 1000 damage. So, 1000 damage are dealt to the visible DP
and 1000 damage are absorbed by the SD. Both sum up to 2000 again which are added to your Attack-Value.
- Scenario 4: The enemy has 900 SD
- The pop-up will show 2000-(2000*(900/1000)) = 200 damage. 200 damage are dealt to the visible DP
and 1800 damage are absorbed by SD. Again (You didn't expect this, did you? :P) these sum up to 2000 which are are added to your Attack-Value.
- Conclusion:
As you can see, you still deal the damage you should even when the pop-up tells you otherwise!
In any case of doubt keep an eye on the Attack-Value! It shows you how much damage you really dish out!
The types of Ammunition in NavyField
Overview of the different types of Ammunition in NF |
Type of Shell |
Main Purpose |
Characteristics & Additional Information |
Additional Notes |
HE - Light |
Anti-Ship |
Deals the least Damage of the HighExplosive Ammunition
Has the longest Range of the HighExplosive Ammunition |
- Most common on CA and BB due to the Range
- Strongly advisable to use from CL on
|
HE - Normal |
Anti-Ship |
Deals less Damage than HE-Heavy, more than HE-Light
Has shorter Range than HE-Light, more than HE-Heavy |
- Not of use when Range is important
- Common on low-level DD
|
HE - Heavy |
Anti-Ship |
Deals the most Damage of the HighExplosive Ammunition
Has the shortest range of the HighExplosive Ammunition |
- Not of use when Range is important
- Common on low-level DD
|
APC |
Anti-ArmoredShip |
Useful against heavily-armored targets
Available on Guns of small Caliber (Up to CL) |
- Required to damage heavily armored ships
- Same Range as HE-Light
- Please read the Table about Armor as well
- Commonly used for very High-Angle shooting
|
AP |
Anti-ArmoredShip |
Useful against heavily-armored targets
Available on Guns of bigger Caliber (CL and above) |
- Deals less Damage than APC
- Same Range as HE-Light
- Please read the Table about Armor as well
|
AA |
Anti-Airplane |
Damages Airplanes
For info about AA Gunnery, please read the AA-Guide
|
- Damages Planes, and Planes only
|
FC |
Visual Effects |
Deals no damage to anything at all
It just creates FireCracker effects |
- Aim high to see the effects (like AA)
|
To find out which Gun can use which Type of Shell, please refer to this section of trainworld.us (opens new window.)
|
Please note: You will see two colors of shells flying through the air.
One color is orange and the other is white.
The colors of the shells have nothing to do with their strength or type, they just show who fired them.
That way, you can make out which shells belong to you if there are several shells impacting on an enemy ship at once. |
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|
Orange shells are shells fired by yourself.
(Both Main Guns and AA) |
White shells are shells fired by anyone else
(Both friend and enemy). |
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Armor in NavyField
Overview of the different types of Armor in NF |
Type of Armor |
Main Purpose |
Additional Information |
Belt |
Protects against Damage from Shells |
- Protects mostly against shells fired at a low angle (below ~30)
- Depending on the amount of Armor put one can reduce Damage or negate it
|
Deck |
Protects against Damage from Shells |
- Protects mostly against shells fired at a higher angle
- Depending on the amount of Armor put one can reduce Damage or negate it
|
Bulkhead |
Maintain Speed with a damaged Ship |
- Does not reduce/reflect any Damage at all
- The more Bulkhead you have, the less is your speed affected by the Ship's Hitpoints
|
Bulge |
Protects against Damage from Torpedoes |
- Absorbs Damage from direct Torpedoe Hits and their Splash
- Can wear out during combat, but is automatically repaired afterwards
- The Red Bar in the upper HUD (scrolls up) shows how much Bulge is left
- Once your Bulge ran out (Red Bar is gone) you take full Damage from Torpedoes
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Notes about Armor and Ammunition |
- When a Shell hits a Ship, the damage dealt depends on the Impact Angle,
Armor at the hit area (Belt/Deck) and the type of Shell used
- APC/AP deals less Damage to unarmored areas than to armored ones
- HE deals more Damage to unarmored areas than to armored ones
- Bigger Shells (even HE ones) penetrate Armor much better than small ones
- The Damage a Shell can deal is maximal at a Gun's maximum Angle and at low angles, in between those, the Damage is commonly lower and varies more
- This effects especially AP/APC-Ammo against heavily-armored Ships, rendering heavily armored Ships almost invulnerable at certain Ranges for certain Guns
- In general, the Armor of eg. a BB is more efficient per Inch than that of eg. a DD
- Big guns (11" and above) deal less damage to DD and CL than to bigger Ships
- Small shells are known to kill Crew much faster than big Shells
- AP/APC shells are also rumored to kill more crew
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Different types of Shell Impacts
You have most likely already noticed that there are numbers popping up when shells impact on a ship.
You may have also noticed that there are different types of numbers, so let's have a look at those,
but please keep in mind that not all shells of a single salvo have to impact similarly:
Type of Impact |
Visual |
Additional Information |
Hit on the Belt Armor |
Visible by a Green Number.
 |
- This type of hit tells you that you hit the Belt-Armor of the ship, and you will mainly notice this type of impact when lower-level ships fight each other or during close combat in general.
- This occurs mainly when shooting at low angles and at certain distances with higher angles.
- Seeing this is useful if you can estimate the Armor Setup of your opponent:
If you know that your opponent is low on Belt Armor (mostly CA and BB), try to get these hits because they will deal much more damage than a hit to heavily reinforced Deck Armor.
|
Hit on the Deck Armor |
Visible by a White Number.
 |
- This type of hit tells you that you hit the Deck-Armor of the ship, and you will mainly notice this type of impact when higher-level ships fight each other over some distance.
- This occurs mainly when shooting with higher angles over some distance and if the shell hits above the Belt Area, the superstructure.
- Seeing this is useful if you can estimate the Armor Setup of your opponent:
If you know that your opponent is low on Deck Armor (mostly DD and CL), try to get these hits because they will deal much more damage than a hit to heavily inforced Belt Armor.
|
Critical Hit |
Visible by a Huge, Bold Number.
Both Belt and Deck Criticals may occur.
 |
- Criticals are "Lucky Hits".
- They tell you that the Shell either was close to miss and/or that it hit a Critical Position on the Ship with a certain Angle from a certain Distance, but in the Chaos of a Firefight it mainly occurs randomly.
- Critical Hits (also called "Crits") most of the time deal more damage than "Normal" Hits, but they might also kill some Recruits/Experts/Veterans.
- Often Critical Hits give you some Points, sometimes even some Experts.
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"Disappearing Shells"
If you proceed in the game and gain access to longer
range guns, at some point you might notice that the points of impact after a
certaing range won't be marked or even that your bullets disapper in flight.
Don't worry, they only become invisible for you, but they still make an
impact and cause damage as usual. If they hit the enemy ship you will see that
your "ATTACK" counter will increase (even when only dealing splash damage).
If a shell hits the enemy outside of your marking range the impact will
be marked. The better your BO the further the marking range.
To find out how effective your BO (and your Sailors in general) is(are), please refer to this section of the Sailor Guide.
NOTE: The spread of your shells
depends on the Accuracy Skill of your gunners! |