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A weapons mini guide

Discussion in 'Game Discussion' started by Wishaal, 12 Sep 2017.

  1. Wishaal

    Wishaal Well-Known Member

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    Hi all, I was bored again, so I decided to make a simple mini guide about weapons. If I list some info wich is not correct, then please point out what's wrong, and provide me with the correct info, then I'll adjust it. Or if you think some info is missing, then please provide me with the additional info.

    Standard canon
    While this weapon doesn't have the most power, it compensates that with it's really short reload time. This weapon works extremely well in the absolute beginning where you and most others haven't got the best aim yet. It shoots fast, most of the time you can shoot over waves with it. And even if you miss a shot, you'll have another oppertunity again in no time.

    This weapon is good for medium range to short range. However, when you're not at beginners level anymore be aware. This weapon hasn't got the longest range. So watch out when getting into shooting range with standard canon. If you can hit others with it, then you are most likely within their shooting range too. This is especially dangerous if they got stronger weapons than standard canon. This weapon may also unconsciously make you rush a little bit more, so be sure to pay attention to that.

    Standard canon could be used on any ship with 3 weapon slots or less. If you got more than 3 weapon slots, cooldown time shouldn't be an issue anymore, sp be sure to swap that standard canon with something more powerfull.

    It's best used with damage and/or range perks


    Blast canon
    This weapon is decent at the beginning, and it gets even better at higher levels. This works just like standard canon, easy to shoot over the waves, but be sure to pay attention to the differences. It has even shorter range than standard canon, so be sure not to rush in on your own just to be able to use that blast canon. Also keep in mind that the cooldown time is longer than that of standard canon so you can't just spam shots like there is no tomorrow. And also keep in mind that it hasn't got the fastest projectile speed. If you want to reliably hit with this weapon, be sure to practice leading your shots.

    This weapon is good for medium to short range. It also works really well in combination with flare gun or fire bomb. It's 1 of the most powerfull combo's at high level. Use damage perks on it, or bonus against burning targets perks if you are using the fire blast combo.

    When using this weapon, be sure not to use snipers. If you take a look at Bhurt's talents, then it should be really obvious why.


    Sniper canon
    This weapon isn't the best at the beginning, but it becomes incredibly powerfull at high level with the right talents and perks. With this weapons range you can hit enemies while they can't even hit you back. If you're using this weapon, try to shoot enemies while staying in longe range as long as possible. You'll really give you and your team and edge if you manage to damage enemies before they are in their shooting range.

    Also be aware of the disadvantages of sniper. It shoots with a small curve wich means that sniper shots are easily blocked by the waves. And with this weapon you're basicly hoping for lucky critical hits. This weapon is really weak if you don't crit with it. While the sniper canon has got the fastest projectiles, at longe range you won't hit anything without leading your shots.

    Obviously, this weapon works really well at long to medium range. While you could still use it in short range, you'll find that it's often blocked by the waves.

    Use nothing else but critical hit chance perks on it. You'll want to raise your critical hit chance as high as possible. Also, if you're using sniper canon, be sure not to use it together with blast canon. Again, take a look at Bhurt's talents and it should be obvious why.


    Explosive canon
    This weapon is not recommended for beginners. It has a really slow projectile speed, and as a beginner you won't be able to hit anything with it. Don't expect to hit anything if you aren't really good with leading shots. Even at point blank range you may still miss if you don't lead your shots. At higher level when you have mastered leading your shots this is an incredibly powerfull weapon. It deals high damage with just a simple shot. And it has a blast radius meaning that if enemies are clumped together, you can damage all of them with just 1 shot. All ships within the blast radius takes full damage.

    Some fun facts wich not many people know... If your shot lands in the water it's useless. But if you hit some kind of obstacle like a rock, or a sunken ship, it will still damage all ships within blast radius. And if you manage to land a critical hit on 1 ship, all other ships in the blast radius will take full critical damage as well.

    This weapon also works really well together with fire canon or fire bomb. But even without using it in a combo it's extremely powerfull.

    With this weapon it's best to use damage perks (or damage to burning targets if you are using fire items).


    Carronade
    This weapon is really trash at the beginning. Once you have unlocked some additional shots it's starting to get euhm kinda usefull. This weapon has got extremely short range. When using it, don't rush in just to get within firing range, you'll probably be dead already before you could even land a shot. This is best used as a defensive weapon. It works great against speeders (or other ships) who get to close, it's a real speeder killer. Just don't waste your shots on defenders. It will only deal little damage against defenders because of their high defense.

    Obviously this is a short range exlusive weapon.

    Only use extra carronade damage perks with it.
     
    Last edited: 13 Sep 2017
  2. Wishaal

    Wishaal Well-Known Member

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    Grenade Launcher
    This is a reasonable weapon at any level. It's fairly powerfull, and it has a fairly fast shot and waves are no issue, so it's kinda hard to evade. But it hasn't got the greatest range, so don't just rush in just to be able to use that weapon, but rather let the enemy come to you so that you can make them instantly regret that decision. If you see an enemy with grenade launcher, be sure to stay outside it's range if you want to stay alive, you don't want to get hit with this weapon.

    This weapon has got a high critical hit chance, but it kinda works different for this weapon. Instead of dealing instant bonus damage, a critical hit from this weapon puts enemies on fire, wich means damage over time and bonus damage for certain weapons with certain perks.

    This weapon works really well in mid range to close range, but it's terrible in long range and in extremely close range. It's also a good defensive weapons against speeders and other ships who get too close. (if you get the correct timing and know how to lead shots)

    Use those perks wich increases the chance to put targets on fire, you could even reach a 50% crit chance and even more! You could also combine it with extra range perks if ypu don't like the short range.



    Mortars aren't just good for dealing damage. If enemies are sticking together, just launch a shot at them and watch how they scatter. If they don't scatter, then watch how every single one of them takes damage. You can also use mortars to lure out enemies behind hiding places, or you can use it to temorary stop an enemies movement. If they don't stop good for them, they'll just take damage if they are too stubborn to stop.

    There are some drawbacks to mortars. If enemy is hiding underneath some kind of ceiling, you can't hit them. There are also some places in certain maps with a low ceiling, this means that if you are inside of it, your mortars will be useless as well.

    Another cool fact, while you have a mortar selected it's way easier to spot mines and incoming torpedo's

    Important to keep in mind when using mortars... Don't enter a battle with nothing else but mortars equipped, and don't camp behind a rock while lobbing mortars all the time. That's the perfect recipe to lose a match. And also remember that mortars are useless at (near) point blank range.

    Standard mortar
    I'm not so sure about the use of this weapon. If you want to use a mortar, skip this one and use Ballpark mortar or long range mortar instead. If for some reason all you ever get is standard mortor, then heck, just upgrade it, and evolve it as high as you can, and use nothing but range perks on it.


    Long range mortar
    If you want to use a mortar, this is an option to consider. Out of all mortars, this one has got the fastest projectiles, so giving enemies little time to evade. It also has the greatest range among all mortars thus the name "long range mortar". While I myself am not a big fan of the long range mortar, don't let it stop you from trying. Who knows, maybe you'll even love the long range mortar. At beginners level to medium level, it's really easy to hit with it, but it just got low power. At high level, this weapon will only be usefull if you're good at leading shots and predicting enemy movement.

    The longrange mortar works best at long range, it's still decent at mid range, but worthless at short range.

    Don't use range perks on this weapon. It already got enough range, but it's weak. So only use damage perks on it.


    Ballpark mortar
    If you want to use a mortar this is also a good option. At beginners level, it's so easy to land hits because of the large damage area, and it flies over obstacles so it requires no skill at all at beginners level. And on top of that, it has a fairly short flight time making it kinda hard to evade. while the projectile speed is a little bit slower than the long range mortar, it compensates that with it's huge damage area. At higher level people know how easy it is to avoid mortars. So if you want to use this weapon at high level, be prepared to lead your shots sometimes at even 4 boatlengths of distance. At high level you'll have to predict enemies movement, and it even becomes a small mind game at that point.

    The ballpark mortar works well at semi long range to medium range. It's worthless at short range.

    Use nothing else but range perks on this weapon. You will need the extra range, else you'll just be an easy target for your enemies to hit.


    Big berta (that's right, it doesn't have the letter "H" in its name, be sure to get that right)
    This is the strongest mortar in the game. It has longer cooldown time than ballpark mortar, it has got a smaller damage area, and it has got longer flight time than ballpark mortar, so it's harder to land hits with it. But if you do manage to land a hit (near center, or the center itself) then it does devestating damage. If you want to use this weapon, then by all means, just don't miss with it, it takes a while before you get another shot. Just like every mortar you can also use this to stop enemies or make them shatter.

    This weapon is not really recommended for beginners because of the long cooldown time and it requires 2 red slots. It's really great at medium level, and at high level it's also fairly good if you're really, really good at leading shots and predicting enemy movement.

    Big berta is already powerfull enough, just use nothing else but range perks on it for the same reason as ballpark mortar.

    Big torpedo
    The power of this thing... It's devastating. It's blast radius is just ridiculous. Anyway, if you're a beginner, stay away from this weapon, you won't be able to hit anything with it. At medium level, this weapon is just overpowered. While it's still difficult to hit, it's really a game changer if you manage to land a hit with this. Keep in mind that this weapon will deal zero damage if an enemy is too close because this weapon has a little bit of "arming time". And the projectile travels in a straight line over the water, so any projectile will make it explode

    Right at the start of the match you can spam this weapon and hope for a lucky hit since it's range is unlimited. When you want to fire this at a target, don't expect to hit anything without leading this torpedo. It has got an extremely slow projectile speed, so it's easy to dodge as well. However, the blas radius is just insane. If you hit the wall or other obstacle close to an enemy, they will still take heavy damage. Sometimes you can even kill fixers or speeders with just 1 lucky hit of this torpedo. But remember, this weapon is useless if you can't hit anything with it.

    You can use projectile speed perks to increase the torpedo speed, but even then, this weapon will still be slow. You could also use damage perks to make the damage of this weapon even more insane.


    Swift torpedo
    What can I say, it works the same as big torpedo so I'll just discuss the differences.

    The swift torpedo has got significantly less power than big torpedo, but it's still powerfull tough. It has got a faster projectile speed wich makes it easier to hit with. And on top of that it only uses 1 weapon slot. But keep in mind that the blast radius isn't as large as big torpedo. Just like with big torpedo, don't expect to hit anything with it without leading your shot.

    You can use damage perks on it, but you could also use speed perks for it. That will make it even easier to hit with.


    Triple torpedo
    This works just like swift torpedo, it's slightly weaker, the projectiles are slower, but instead of 1 torpedo, you fire 3 torpedo's at once. It does use 2 red slots tough.

    While it still does high damage if you hit an enemy with even 1 of the 3 projectiles. You could also use this weapon to slow down enemies. They either stop their movement, or they eat a projectile. Win-win. Also don't forget the blast radius, if an enemy is pinned against a wall, and you are in the minimum arming range for your torpedo's, then it's possible to hit the enemy with all 3 projectiles wich will deal an insane amount of damage. It is hard to pull it of tough.


    Railgun
    If you aren't really, really good with leading shots, then don't even consider using this weapon. This is a high skill high reward weapon. The range is infinity, but it has got an extremely long cooldown time, so you don't want to miss. If you do hit, it deals devestating damage tough.

    The railgun fire in a straight line. This means that waves are your greatest enemy when using this weapon. Also this weapon only deals maximum damage at a certain range or further. The closer you get to your target, the lower the damage this weapon will inflict. If you see the number "100" under the aiming circle, that means that means the weapon will deal 100% damage. So that number just tell you how much % of the maximum damage you will inflict.

    The railgun works best at long range, and it's still usefull at mid range. But at low range it will just deal low damage. You could still fire it at low range, but don't forget about the reload time if you do so.

    You could use damage perks to make it even stronger. You could also use the perks wich decreases the railgun cooldown, or a combination of both.
     
    Last edited: 21 Sep 2017
  3. Wishaal

    Wishaal Well-Known Member

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    Missile launcher
    This weapon is trash at the beginning, but really devestating at high level. Once you unlocked a fourth projectile it becomes usefull. And once you unlock the fifth projectile it becomes very powerfull. The best way to use this wespon is to use it like it's a mortar. The projectile speed is alot faster than mortars, but the spread of the projectiles is really unpredictable. It does fly in a weird arc, so sometimes you could launch it over certain obstacles wich a mortar can't. It's obviously weak if you only hit 1 of the 5 projectiles, but it's devestating when you hit with 4 or 5 projectiles. If you're about to launch an attack with this weapon, make sure your ship is standing still. This reduces the spreak. And also try to pick a slow or non moving target for maximum hit potential.

    Missile Launcher also has got a special ability to instantly break tesla shield. So be sure to break shields whenever you get the oppertunity, it will stun them.

    Just use all range perks with this weapon.


    Mine
    This is the strongest weapon in the whole game. But it's also the hardest weapon to hit with. There are so many ways to use a mine. You could use it and drop is as you move and just hope for a lucky hit. You could also use it to block some small passages. It's also not a bad idea to drop it right behind a corner. This forces enemies to sail around it wich causes them to lose precious time. You could place it right in the middle of a repair box, this will make your mine invisible. You can also drop it into grass, this will make it really hard to spot. But keep on mind, by using mine you are sacrificing a weapon slot only to hope for lucky hits.

    What perks to use? If you use damage perks the mine will become even more devestating.
    With range perks you could throw a mine right in the middle of enemies. You could also lob your mine over certain obstacles. It makes it easier to strategically place your mines. Just remember to never equip more than 1 mine.

    And if you do happen to sail into a mine, be sure to facepalm yourself in shame.


    Flare gun
    This weapon is not recommended for beginners. It's kinda hard to hit because of it's slow projectile speed, short range, and fires with a small curve. So without practice you will miss alot, or just hit alot of waves with it. However, as you get higher and higher, and train certain captains, this weapons becomes kinda powerfull. But that's not the true strenght of this weapon. The true strenght of this weapon comes when you use certain weapons and perks that deal bonus damage to burning enemies. It's very powerfull if you combine this weapon with explosive canon or blast canon.

    For the flare gun use perks wich increase burning time duration. I'd advise against using range perks because of the slow projectile speed of this weapon.


    Napalm
    This is a kind of unique weapon because of the way it works. It fires like a mortar, but instead of dealing damage, it sets an area on fire for a fairly long time. Any enemy inside the fire will receive damage over time, so they will most likely rush out as fast as they can, making their movement very predictable and thus way easier to hit. Since this also obstructs their sight it also becomes alot easier to hit them with torpedo's or mortars.

    Also, it fires in a smaller arc than other mortars, so sometimes when mortars can't hit, you could still land a napalm. Another cool fact is that this weapon doesn't interupt stun, and it instantly breaks tesla shield, no matter its power.

    Just remember that the main point of this weapon isn't to deal damage, it's main point is area control. It's really effective for blocking small passages, or dropping it in choke points. You could also drop it on a group of enemies that stick together. This will cause them to scatter like there is no tommorow. While you probably won't deal alot of damage with this weapon, don't underestimate the power of it's area controll. If used correctly, this weapon can really turn matches around.

    I'd advise using range perks on this weapon.

    (Thanks to babablacksheep for providing me with the info)


    Firebomb

    This works just like a mortar, but instead of dealing powershots, it puts every enemy within it's radius on fire, widh means bonus damage for certain weapons of yours and even your teammates. It also fires in a smaller arc than most mortars, so again, easier to land this. When you get hit with this you might think that it's no big deal, but don't underestimate it. You can become low on health because of this weapon without even noticing it.

    Other than that this weapon uses 2 slots there is a really big downside. Some firebomb talents conflict with other talents wich gives hp. And hp talents are extremely important, especially at high level. So if you're going to use firebomb, be prepared for this huge dilemma.

    This weapon works best with range perks.




    This is alot of text, I'm sure there are several spelling mistakes, there might be some important info missing. So be sure to point out everything, and I will correct it. Also please let me know what I can improve, and I will edit it.
     
    Last edited: 21 Sep 2017
  4. Miathan

    Miathan Well-Known Member

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    That is a lot of text for a "mini guide" lol

    I disagree about sniper being bad early on, because early on range matters much more than later on. People's movement speed is much lower, meaning that 1) they're not able to close in on you so fast and 2) it's much easier to land shots on far away targets (they move less so leading shots is super easy). I used sniper from start of the game till now, and I felt like it was only weak in the mid range. At mk4 or so, when everyone was moving faster and playing better but I didn't have much sniper crit yet.
     
  5. A55A51N

    A55A51N Well-Known Member

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    Nice and helpful to beginners. Maybe add a few things?
    I think that grenade is better in late game, because about 50% damage comes from the fire (and the talents are 3/4 over isak lvl 20)
    Big torp + frost combo on speeder is also a good combo
    Napalm: annoying spam
    Fire bomb: even more annoying spam
    Flare gun: +bc = basic speeder combo
     
  6. Babablacksheep

    Babablacksheep Well-Known Member

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    No curve at all, straight and follows same mechanics like frost blaster, although blaster is fast and something i learned from bittersteel in comment section, railgun breaks tesla shield.

    Somethings i like about naplam

    1) Low trajectory compared to mortars, so all obstacles that block mortars don't necessarily block naplam
    2) doesn't break the stun
    3) breaks tesla shield immediately(no matter the DPS or level) if blocked on central and damage of ongoing naplam can pentitrate Tesla sheild ....
     
    Last edited: 13 Sep 2017
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  7. ColdOne

    ColdOne Active Member

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    Nice work as Always Wishaal!!!
     
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  8. Wishaal

    Wishaal Well-Known Member

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    Alright, I think the guide is complete now. This was really boring, and tiresome to write. I hope this guide will help people in the future.

    Again, if some info is missing, or not correct, please provide me with the correct info.
     
  9. The Otherguy

    The Otherguy Well-Known Member

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    Hitting a rock will not damage any ships, only upon hitting ships, alive or sunk, will it explode. (I'm pretty sure)
     
  10. Wishaal

    Wishaal Well-Known Member

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    It really works when hitting a rock, I have done so several times myself. @P0rthos also mentioned it in 1 of his video. It's just that the blast radius of explosive canon is really small. Hitting water will not damage ships, but hitting a rock, wall, shipwreck or other obstacle will work. It's actually a great weapon when an enemy decides to hide behind a shipwreck.
     
  11. The Otherguy

    The Otherguy Well-Known Member

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    Hmm, I though I saw that on some patch notes, but I guess I was wrong.
     
  12. Wishaal

    Wishaal Well-Known Member

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    I recently heard something that a railgun instantly breaks tesla shields. Is this true? Does railgun really have that ability? Or is railgun just that powerfull that it breaks shield by nothing else but pure damage?

    I don't have railgun myself, so could some players test this out for me please?:)

    And while I'm at it, are there other weapons with certain abilities I haven't written down yet?
     
  13. CaffeinatedChris

    CaffeinatedChris MVP

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    The base damage on a Railgun is a little more than the base HP on a Tesla Shield at all rarities, so assuming equal levels, perks, and talents, a Tesla Shield is going to get instantly broken just through brute force.

    Tesla Bolt though, I'm pretty sure that's coded to just "break" it right away, but it doesn't apply as punishing of a stun effect.
     
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  14. Wishaal

    Wishaal Well-Known Member

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    This is assuming you fire a railgun with 100% power range right? What will happen if you fire railgun at a shield from close range? Then it should be significantly weaker than a shield. Could someone test that out for me please?
     
  15. Stelmo

    Stelmo Well-Known Member

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    I think the railgun stopped breaking shields when the tesla shield stun nerf came in. I've been hit a few times by RG at close range and kept my shield up anyway.
     
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  16. A55A51N

    A55A51N Well-Known Member

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    I think that the railgun always does 100% dmg to a tesla shield and usually breaks it, but sometimes when the shield is too strong, my rg didn't break it alone
     
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  17. DaveRay35

    DaveRay35 Active Member

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    Lmao! Thanks for doing this. I cant believe i read it all but you made it relevant and really interesting.
     
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  18. JustPlainSowad

    JustPlainSowad Active Member

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    damn. so much dedication in writing all this up. maybe you should be incharge of the wiki
     
  19. Wishaal

    Wishaal Well-Known Member

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    Haha, trust me, eventually I regretted I ever started writing this guide lol. I don't mind if the person in charge wants to copy this info to the wiki tough.
     
  20. envylife

    envylife Well-Known Member

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    This is a great guide... needs to be bumped back up. I was just reading Rovio's wiki, and this is far more complete... someone should incorporate all this info into the wiki.
     

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