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World of Warships: Silent Underwater Ballet Dancer - Palau Squid Foreword Opening Position and Pre-Action Ideas Target Selection and Lightning Strike Techniques Submarine Civil War Summary

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Author: nga-mel, empty

World of Warships: Silent Underwater Ballet Dancer - Palau Squid Foreword Opening Position and Pre-Action Ideas Target Selection and Lightning Strike Techniques Submarine Civil War Summary

Hello ~ when the submarine came out, I actively played this ship, and gained a lot of fun and personal experience, looked at the nga for a long time and did not find anyone to do a raider and analysis of the submarine, so I came up with this idea. Today's ugly (because the number does not have submarine data, here is a personal interface of the water meter.

World of Warships: Silent Underwater Ballet Dancer - Palau Squid Foreword Opening Position and Pre-Action Ideas Target Selection and Lightning Strike Techniques Submarine Civil War Summary

Balau is an X-class submarine of the American submarine line, and at this stage when the submarine was just coming out, I had some experience with her. Balau is a very agile submarine, and although the mine distance is only 12km, this does not affect her stormy torpedo attacks. I'll tell you more about this submarine.

The first is the personal plus point part (this configuration is only a personal idea)

World of Warships: Silent Underwater Ballet Dancer - Palau Squid Foreword Opening Position and Pre-Action Ideas Target Selection and Lightning Strike Techniques Submarine Civil War Summary

Enhanced locking double ping time, while pointing 4-2 as a supplement to the low damage of the torpedo, 4-3 can effectively strengthen the locking ability of the underwater submarine dogfight, avoiding the torpedo missing after the end of the water hearing. How to play the game ideas (the first time it is written more chaotic, everyone will look at it)

Playing submarines, the first and most important thing is to be alive, Balau as a submarine, her surface concealment is only 5.86, this concealment will not be much better than many DDs, so do not drive straight to the unknown sea without being lit up on the opposite DD, otherwise you will face a piece of anti-submarine aircraft.

After focusing on the submarine position, what is our first task? From the perspective of efficiency and impact on the outcome of the game, of course, it is to cooperate with friendly DDs or aircraft carriers to hunt or drive away the opposing DDs.

How can you effectively catch the opposite dd and kill it before it is ready? If the friendly dd is already in a dog fight with the opposite dd, we must not directly start locking the other party to expel, but first fire the torpedo, and then lock it when the other party hands over the damaged tube to repair the damaged part, giving it a fatal blow. In the face of conventional expulsion (island wind, Keeling and other lightning strike expulsion), locking the torpedo will achieve very effective damage and output, if the technical standard can be double ping after the loss of the tube, basically can pronounce the death penalty of the other party.

However, for highly maneuverable destroyers, even with the blessing of double ping, it is very difficult to get results if you want to mine a destroyer such as Marceau, Klebel, and Smallland in an afterburner situation, and if you do not achieve good results in one or two attacks, it is recommended to drive mainly.

So, if you meet with the enemy expulsion alone, how to deal with it, in this version, you can temporarily take a 5m snorkeling operation, control your own concealment within 4km, lock and lightning to expel the other party. In this case of only individuals, it is extremely difficult to kill the opposing destroyer, it takes time to lock and float up and down to maintain a distance of 5m, if multiple attempts are unsuccessful, it is recommended to give up, dive to choose another target for lightning strike.

In a normal game, how to maintain oxygen will have a very important impact on the later game, so we must keep our oxygen sufficient when fighting, with radar cruisers as the main target. The first is that most of the cruisers with radar are large, not easy to dodge torpedo attacks, and will be more advanced than other targets.

Even Kashan, and secondly when we are working on the surface, a radar illumination not only gives the other side a chance to attack you, but also forces you to dive immediately to avoid the radar search, and if an enemy submarine is nearby, it is also very likely to turn its primary target to you. The oxygen consumed during this avoidance process is generally about 1 minute, and a few more times will seriously deplete our later game ability. Solving the radar cruiser first avoids the risk of frequent water, saves oxygen consumption, and provides a guarantee for the survival of teammate destroyers.

In terms of ping locking hulls, different areas lead to different ways of torpedoing and circumvention. The locking mechanism of the torpedo is to move the next direction with the ping as the target, just like the white line. Therefore, as long as it is a ship with a certain degree of maneuverability, even the battleship can effectively avoid our torpedoes, which further tests our ability to lock on to the designated part.

Of all the locks, the bow and stern have the lowest torpedo hit rate, the former can cut out and slow down to achieve effective avoidance, and the latter can use the tail-flinging inertia to let the torpedo cheat the other direction before losing the lock, and the middle section is always the best target for us to lock in.

The middle section not only has a high hit rate, but also almost stabilizes the core under the blessing of double ping, which can effectively hit the opponent's health. In this process, the first 6 and back 4 torpedo tubes possessed by the Balau Squid allow us to constantly turn and rotate alternately to launch torpedoes, which not only ensures the amount of torpedo projection, but also ensures the survival rate when dragging the knife.

If there is an encounter with the opposite submarine, then we are going to start the most difficult part of the submarine. First of all, submarine to submarine, if it is met on the surface of the water, taking the surface concealment of the two sides as the benchmark, once it enters the water, it will begin the technical competition between the two sides.

The waterphone lighting distance of the Palau Steed is 6 km, compared to 6.5 km for the u-2501, which is generally not significantly affected in civil war unless it is a chase war. Water boats can only light up submarines that are at the same surface or underwater, and if they are not on the same level, they will only show black shadows. What we have to do is lock in the other party at the first time and force the other party to hand over the damage pipe. At the end of the water hearing, the lock is fired torpedoes, giving the enemy submarine an unavoidable death in the deep sea.

Submarines also need to pay attention to distance and depth underwater to hit local submarines, and in this process, there is a difference in the speed of torpedoes of different series of submarines, the torpedo of the Palau Slug is 3m/s, and the torpedo of the 2501 is 3.75m/s. If you want to successfully hit the opposing submarine, a little farther away can not pay special attention to the depth of the other party, but still try to keep the depth of the two sides within 3 blocks, if you are within 3km of the close range, keeping the same depth is the only chance for a melee torpedo hit. In this process, the biggest advantage of the Balau squid, the advantage of the tail torpedo tube, came out in advance in the dog fight, and we could completely avoid the other party's attack first, and mistakenly use the tail torpedo to give the other party a fatal blow.

If you can't solve the other side's submarine, the best way is to call teammate support, get out of the battlefield at the fastest speed, avoid a lot of oxygen consumption, here is a very important place, in the dog fight with U dive, once there is no success, unless there is no other side's big boat around, it is not recommended to continue to chase, the oxygen consumed by a long underwater chase is difficult to recover, once the oxygen is consumed, the submarine is just on the fish meat.

Say things are more complicated, and soon to the next version of the submarine torpedo revision and the removal of the 5m snorkeling mechanism, but also just a summary of the current version of the U.S. diving, after the follow-up update I will continue to write new ideas and ideas for everyone to discuss, thank you for the scene.

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