Warship Gunner 2 Weapons Reference Guide Playstation 2 Version 1.00 Last revision 2/27/07 =============================================================================== Copyright 2007 Bill Mulrooney This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. =============================================================================== This is a complete list of all weapons found in Warship Gunner 2. Most parts are listed in the order they appear in the technical reference guide. The technical reference guide lists only the smallest version of a weapon (e.g. 45cm, 1 barrel) so I've done the same here. That's because for any size gun, there could be 7 different calibers and 4 different barrels. So, with all the permutations, there are 518 guns. I'm not going to list them all here since the FAQ would get too long. However, I do have them all in a giant spreadsheet. If you'd like it for any reason, just send me an email. Research requirements are outside the scope of this document. You'll notice that the technical reference guide differs from the research tree in terminology (e.g. some rockets are called flares) which may be confusing. However, during ship design, it uses the topology I've listed here. The Attack symbols represent the type of object the weapon can hit and how: - Surface is any ship or land installation - Anti-air is any aircraft (plane, helicopter, balloon, UFO) - Submarine is any underwater ship or installation - Auto-fire will fire automatically when placed in an auto-fire slot in your weapons roster - Underwater can be mounted on a submarine and fired while submerged at firing depth The Mount symbols show which ships can use the weapon. ======== Notation ======== Attack symbols: S = Surface attack (SFC) A = Anti-air (AIR) U = Submarine (SUB) a = auto-fire (AUTO) u = underwater (UWW) Mount symbols: d = destroyer (DD) c = cruiser (CA) B = battleship (BB) V = carrier (CV) C = battlecarrier (BC) f = frigate (FF) s = submarine (SS) Other abbreviations: att = Attack dam = Damage rld = Reload time rnds = Rounds dis = Dispersion rng = Range wt = Weight ========= Main Guns ========= Main Guns will be a necessary part of your ship for most of the game, even after completing it several times. They cause a tremendous amount of damage even when compared to most High Tech and Optical weapons. Reload times are generally low and most have a ton of ammo, which means you can rain down shells on the toughest targets and take them out with ease. Length analysis: For any given size gun, for a 5 caliber increase, the gun's statistics change according to this table of ranges based on the original statistics: Damage Reload Time Rounds Dispersion Range Weight +8%->11% -27%->+27% 0% -13%->-1% +1%->2% 10%-25% In general, damage, range, and weight go up and dispersion goes down. As you can see, there doesn't seem to be any pattern to the reload time. The biggest changes happen with smaller guns (e.g. 10.0cm and 12.7cm). For example, weight increases 25% and dispersion decreases 12% with each caliber increase. Whereas on the 61.0cm gun, weight increases 11% and dispersion decreases 3% with each caliber increase. In most cases you'll want to get the biggest guns with the highest caliber and most barrels possible. One gun with 4 barrels weighs significantly less and takes up less deck space than 4 single barrel guns. However, some of the really big guns (e.g. 100.0cm Gun) take up a lot of space, and putting 3-4 smaller guns will produce the same damage as a single large gun. For example, a twin-hull battleship with 12 61.0cm, 75 cal, 3-barrel guns doing 30k of damage every second (with a fast auto-loader) can cause more damage in the same timeframe as 4 100.0cm guns. Barrel analysis: For any size gun, adding additional barrels changes the gun's statistics according to the following table: Barrel Damage Reload Time Rounds Dispersion Range Weight 2 +100% 0% +100% 0% 0% +100% 3 +200% 0% +200% 0% 0% +185% 4 +300% 0% +300% 0% 0% +260% When the gun size is 14.0cm or less, the weight calculations get thrown off by rounding errors. +--------------+-------+---------+-------+------+-------+------+-------+------+ | Name att mount dam rld rnds dis rng wt | | | | 100.0cm Gun SA--- --B-C-- 2250 230 100 1350 8000 2250 | | | | 61.0cm Gun SA--- --B-C-- 512 187 150 1600 7100 511 | | | | 56.0cm Gun SA--- --B-C-- 395 160 150 1500 6800 395 | | | | 50.8cm Gun SA--- --B-C-- 295 165 150 1430 6400 295 | | | | 46.0cm Gun SA--- --B-C-- 220 140 150 1350 6000 219 | | | | 45.7cm Gun SA--- --B-C-- 215 165 150 1350 5900 215 | | | | 43.2cm Gun SA--- --B-C-- 181 165 150 1190 5600 181 | | | | 41.0cm Gun SA--- --B-C-- 155 165 160 1100 5500 155 | | | | 40.6cm Gun SA--- --B-C-- 151 165 160 1050 5400 151 | | | | 38.1cm Gun SA--- --B-C-- 124 150 160 990 5300 124 | | | | 35.6cm Gun SA--- --B-C-- 102 140 200 865 5100 102 | | | | 30.5cm Gun SA--- --B-C-- 64 136 300 785 4900 64 | | | | 28.0cm Gun SA--- --B-C-- 49 120 300 700 4700 49 | | | | 25.4cm Gun SA--- -cBVC-- 37 101 400 650 4500 37 | | | | 20.3cm Gun SA--- -cBVC-- 19 80 400 545 4000 19 | | | | 15.5cm Gun SA-a- dcBVCfs 14 69 500 500 3600 10 | | | | 15.2cm Gun SA-a- dcBVCfs 13 59 500 465 3500 9 | | | | 14.0cm Gun SA-a- dcBVCfs 12 55 600 425 3300 7 | | | | 12.7cm Gun SA-a- dcBVCfs 11 60 700 385 3100 5 | | | | 10.0cm Gun SA-a- dcBVCfs 10 60 700 345 3000 4 | +--------------+-------+---------+-------+------+-------+------+-------+------+ ======== Hi Angle ======== Hi angle guns are small light weight guns that are initially your first real anti-air defense. They can also attack surface targets and be used in an auto-fire slot, so they are a versatile weapon in the early stages of the game. An increase in caliber follows the same statistical changes as Main Guns. +--------------+-------+---------+-------+------+-------+------+-------+------+ | Name att mount dam rld rnds dis rng wt | | | | 12.7cm High SA-a- -cBVC-- 16 61 1400 770 3100 12 | | Angle Gun | | | | 10.0cm High SA-a- -cBVC-- 12 60 1400 690 3000 10 | | Angle Gun | +--------------+-------+---------+-------+------+-------+------+-------+------+ ======= Machine ======= Machine guns are primarily a defensive weapon used to shoot down missiles, rockets, torpedoes, mines, and aircraft. They should be your first choice in an auto-fire slot. The more you have the better, but be careful of the 100 part limit for a ship. +--------------+-------+---------+-------+------+-------+------+-------+------+ | Name att mount dam rld rnds dis rng wt | | | | 40mm Machine -A-a- dcBVCfs 4 25 1200 240 1500 4 | | Gun | | | | 37mm Machine -A-a- dcBVCfs 3 23 1100 240 1500 3 | | Gun | | | | 28mm Machine -A-a- dcBVCfs 3 21 1000 240 1300 3 | | Gun | | | | 25mm Machine -A-a- dcBVCfs 2 19 900 240 1300 2 | | Gun | | | | 20mm Machine -A-a- dcBVCfs 2 17 800 240 1300 2 | | Gun | | | | 12.7mm -A-a- dcBVCfs 1 15 700 240 1000 2 | | Machine Gun | | | | 7.7mm -A-a- dcBVCfs 1 13 600 240 1000 1 | | Machine Gun | | | | 35mm CIWS -A-a- dcBVCf- 14 15 5000 125 2400 9 | | | | 30mm CIWS -A-a- dcBVCf- 12 15 5000 125 2200 8 | | | | 25mm CIWS -A-a- dcBVCf- 10 15 10000 125 2000 7 | | | | 20mm CIWS -A-a- dcBVCf- 9 15 10000 125 1800 6 | +--------------+-------+---------+-------+------+-------+------+-------+------+ ===== Rapid ===== Think of Rapid guns as giant machine guns. The Gatling Cannons are the size of Main Guns and take up the space and weight of one as well. Even the smallest 40mm Revolving Gun is rather large for a weapon. However, what rapid guns lack in range and weight, they make up for with close combat carnage. Reload times are faster than Machine Guns which means you can shower a close target with hundreds of rounds in a matter of seconds. They can also be used to knock out nearby aircraft and set as an auto-fire weapon. They can be a fun addition to your big hulls, and depending on your style of play (hit and fade vs. charge!) could be a useful tool. However, they're too heavy to be a defensive weapon, and too short ranged to be an effective offensive weapon in most circumstances. +--------------+-------+---------+-------+------+-------+------+-------+------+ | Name att mount dam rld rnds dis rng wt | | | | 406mm SA-a- --B-Cf- 150 20 1000 600 2500 800 | | Gatling | | Cannon | | | | 381mm SA-a- --B-Cf- 110 20 3000 560 2400 600 | | Gatling | | Cannon | | | | 356mm SA-a- --B-Cf- 80 20 2000 550 2300 700 | | Gatling | | Cannon | | | | 305mm SA-a- --B-Cf- 70 20 3000 500 2200 450 | | Gatling | | Cannon | | | | 254mm SA-a- -cB-Cf- 60 20 4000 420 2100 200 | | Gatling | | Cannon | | | | 203mm SA-a- -cB-Cf- 50 20 5000 400 2000 100 | | Gatling | | Cannon | | | | 127mm SA-a- -cB-Cf- 25 20 6000 300 1900 40 | | Gatling | | Cannon | | | | 88mm 2b SA-a- -cB-Cf- 32 15 20000 250 1800 30 | | Revolving | | Gun | | | | 57mm SA-a- dcBVCfs 12 10 5000 200 1700 25 | | Revolving | | Gun | | | | 40mm SA-a- dcBVCfs 8 10 5000 150 1600 20 | | Revolving | | Gun | +--------------+-------+---------+-------+------+-------+------+-------+------+ ============= High Velocity ============= Similar to Rapid Guns, High Velocity guns are rapid firing machine guns with a bigger punch. They tend to be smaller and weigh less, but fire a little slower. However, unlike Rapid Guns, High Velocity guns can be mounted on any hull type making them a much needed surface addition to submarines and an alternative to the 15.5cm Main Gun for small hulled ships. +--------------+-------+---------+-------+------+-------+------+-------+------+ | Name att mount dam rld rnds dis rng wt | | | | 152mm High-V SA-a- dcBVCfs 30 24 800 100 2500 23 | | Gun | | | | 127mm High-V SA-a- dcBVCfs 25 24 800 95 2250 20 | | Gun | | | | 114mm High-V SA-a- dcBVCfs 22 21 900 90 2000 19 | | Gun | | | | 100mm High-V SA-a- dcBVCfs 20 18 900 85 1750 18 | | Gun | | | | 76mm High-V SA-a- dcBVCfs 17 15 1000 80 1500 16 | | Gun | | | | 57mm High-V SA-a- dcBVCfs 15 12 1000 75 1500 15 | | Gun | | | | 280mm AGS S--a- dcBVCfs 200 30 500 185 3000 90 | | | | 254mm AGS S--a- dcBVCfs 160 30 500 180 3000 80 | | | | 228mm AGS S--a- dcBVCfs 120 30 600 175 2750 70 | | | | 203mm AGS S--a- dcBVCfs 90 30 600 170 2500 60 | | | | 178mm AGS S--a- dcBVCfs 65 30 700 165 2250 50 | | | | 155mm AGS S--a- dcBVCfs 40 30 700 160 2000 40 | +--------------+-------+---------+-------+------+-------+------+-------+------+ ======= Torpedo ======= Torpedoes can only be used on destroyers, cruisers, frigates, and submarines. For their size and weight, they pack a huge punch and will be a key weapon for your smaller hulled ships in the early stages of the game. Torpedoes, like Main guns, can have multiple barrels per armament. This accounts for 149 different permutations of torpedoes. I've only listed the smallest barrel amount (most are two barrel) as seen in the technical reference guide. In general, as you add barrels, reload time, dispersion and range do not change and damage, rounds, and weight grow linearly. For example, on the 61.0cm Torpedo, damage is 256 (or 128 per barrel), therefore: 3 barrels will be 384 4 barrels will be 512 5 barrels will be 640 7 barrels will be 896 +--------------+-------+---------+-------+------+-------+------+-------+------+ | Name att mount dam rld rnds dis rng wt | | | | Anti-Mine ----u ------s 40 86 80 320 4000 10 | | Torpedo | | | | 80.0cm S---- dc---f- 1024 92 32 320 3300 20 | | Torpedo | | | | 68.0cm S---- dc---f- 512 88 32 320 2500 14 | | Torpedo | | | | 61.0cm S---- dc---f- 256 86 64 320 2300 10 | | Torpedo | | | | 53.3cm S---- dc---f- 192 82 64 320 2100 8 | | Torpedo | | | | 48.3cm S---- dc---f- 128 80 96 320 1800 6 | | Torpedo | | | | 45.0cm S---- dc---f- 80 78 96 320 1700 6 | | Torpedo | | | | New S---- dc---f- 3400 200 6 320 3500 100 | | Supersonic | | Oxy Trp | | | | Supersonic S---- dc---f- 2400 160 12 320 2900 120 | | Oxy Trp | | | | 80.0cm Oxy S---- dc---f- 1600 92 20 320 3700 28 | | Trp | | | | 68.0cm Oxy S---- dc---f- 1000 88 24 320 3200 20 | | Trp | | | | 61.0cm Oxy S---- dc---f- 600 86 28 320 2800 16 | | Trp | | | | 53.3cm Oxy S---- dc---f- 340 90 32 320 2500 14 | | Trp | | | | 48.3cm Oxy S---- dc---f- 280 88 36 320 2300 12 | | Trp | | | | 45.0cm Oxy S---- dc---f- 240 82 40 320 1800 10 | | Trp | | | | 80.0cm Gdd S---- dc---f- 1600 84 24 320 4000 44 | | Trp | | | | 68.0cm Gdd S---- dc---f- 1000 86 28 320 3800 36 | | Trp | | | | 61.0cm Gdd S---- dc---f- 600 82 32 320 3500 28 | | Trp | | | | 53.3cm Gdd S---- dc---f- 400 80 36 320 3000 24 | | Trp | | | | 48.3cm Gdd S---- dc---f- 340 78 40 320 2800 20 | | Trp | | | | 45.0cm Gdd S---- dc---f- 300 78 44 320 2500 18 | | Trp | | | | 32.4cm Gdd S---- dc---f- 200 70 52 320 2050 14 | | Trp | | | | New ASW Gdd --U-- dc---f- 1000 78 24 256 2100 16 | | Trp | | | | ASW Gdd Trp --U-- dc---f- 200 78 44 320 1600 12 | | | | High S---- dc---f- 2500 300 4 128 4000 40 | | Explosive | | Gdd Trp | | | | Sonar-Gdd S---- dc---f- 800 86 32 320 3000 28 | | Trp | | | | MMLay S---- dc---f- 300 96 96 32 1000 40 | | Torpedo | | | | CMLay S---- dc---f- 300 60 128 96 1800 40 | | Torpedo | | | | Long Range --U-- dc---f- 1800 235 4 320 4500 40 | | ASW Gdd Trp | | | | New Ssonic S-U-u ------s 3400 200 16 320 3500 100 | | UWW Oxy Trp | | | | Ssonic UWW S-U-u ------s 2400 160 24 320 2900 120 | | Oxy Trp | | | | UWW S-U-u ------s 1600 86 36 320 3000 28 | | Sonar-Gdd | | Trp | | | | MMLay UWW S-U-u ------s 300 96 128 32 1000 40 | | Torpedo | | | | CMLay UWW S-U-u ------s 300 60 192 96 1800 40 | | Torpedo | | | | 80.0cm UWW S-U-u ------s 1000 48 96 320 3300 25 | | Gdd Trp | | | | 80.0cm UWW S-U-u ------s 1000 96 32 320 3300 20 | | Tur Gdd Trp | | | | 61.0cm UWW S-U-u ------s 520 56 192 320 2300 25 | | Gdd Trp | | | | 61.0cm UWW S-U-u ------s 520 100 64 320 2300 10 | | Tur Gdd Trp | | | | 48.3cm UWW S-U-u ------s 240 64 256 320 1800 16 | | Torpedo | | | | 48.3cm UWW S-U-u ------s 240 128 128 320 1800 6 | | Tur Torpedo | +--------------+-------+---------+-------+------+-------+------+-------+------+ ===== Mines ===== Mines aren't a very useful feature in the game. Depth Charges are needed to sink submarines in the first few missions, but Anti-Sub Rockets could be easily researched to replace them. Some people have suggested using mines to sink the Dual Crater, since it travels on a predictable path. It does work, but I'm not convinced the money isn't better spent on researching other weapons in the game. +--------------+-------+---------+-------+------+-------+------+-------+------+ | Name att mount dam rld rnds dis rng wt | | | | Depth Charge --U-- dc---f- 50 56 80 400 500 20 | | | | Depth Charge --U-- dc---f- 75 48 70 400 1000 25 | | Launcher | | | | Contact Mine S---- dc---f- 500 39 75 512 500 100 | | | | Magnetic S---- dc---f- 500 39 75 256 500 100 | | Mine | | | | Guided Mines S---- dc---f- 800 78 80 400 500 100 | | | | Moored Mines --U-- dc---f- 800 78 80 400 500 100 | | | | Decoy ----- dc---f- 0 78 20 400 500 100 | | Launcher 1 | | | | Decoy ----- dc---f- 0 78 20 400 500 100 | | Launcher 2 | | | | High S---- dc---f- 8000 1500 2 400 500 500 | | Explosive | | Mine | +--------------+-------+---------+-------+------+-------+------+-------+------+ ======= Rockets ======= All rockets are unguided armaments primarily for your destroyers and cruisers in the early stages of the game. They are accurate at long ranges making them useful for strategic strikes like on mission MED-B-330. Like missiles and torpedoes, rockets can be shot down, making them a little unreliable armament during a chaotic battle. Rockets are also immune to chaff grenades (although the enemy doesn't use them). The rockets you will end up using most in the game are the Chaff Grenade and the Illumination Flare (found under Flare in the research tree). Chaff Grenades are used to divert attacking missiles away from your ship, which becomes very useful in the later stages of your first playthrough. A single Chaff Grenade will attract all missiles away from your ship for about 30 seconds and avoid all their damage. Since it is not an auto-fire weapon, you should put it in a slot one above or below the weapon you use the most so you can switch to it quickly when you see a salvo of yellow triangles on your radar. The Illumination Flare has two purposes. First, on night missions, it will illuminate a large portion of your surroundings so you can see your targets. Second, similar to the Signal Flare, it will attract any nearby lifeboats to your ship. Picking up survivors is an easy way to earn more points on a mission. Once you get a digital enhancement system and picking up survivors becomes too slow of a way to earn points, you'll eventually ditch the Illumination Flare from your arsenal. The Salute Gun, as far as anyone can tell, does nothing. +--------------+-------+---------+-------+------+-------+------+-------+------+ | Name att mount dam rld rnds dis rng wt | | | | Napalm S---- dcBVCf- 45 64 64 256 2000 20 | | Genade Gun | | | | Illumination ----- dcBVCfs 0 48 32 256 1500 15 | | Flare | | | | Chaff ----- dcBVCf- 0 102 20 256 3000 15 | | Grenade | | | | Signal Flare ----- dcBVCfs 0 48 24 256 1500 5 | | | | Salute Gun ----- dcBVCf- 0 48 16 256 100 4 | | | | Cluster SA--- d----f- 50 60 100 2560 4000 100 | | Rocket | | Launcher | | | | 80cm Rocket S---- d----f- 200 102 150 256 4500 150 | | Launcher | | | | 60cm Rocket S---- d----f- 180 102 100 256 4300 100 | | Launcher | | | | 45cm Rocket S---- d----f- 140 102 100 256 4300 80 | | Launcher | | | | 38cm Rocket S---- d----f- 100 96 100 256 4000 60 | | Launcher | | | | 30cm Rocket S---- d----f- 50 80 100 256 4000 50 | | Launcher | | | | 20cm 12b SA--- dcBVCf- 30 32 200 256 4500 20 | | MLRS | | | | 12cm 30b SA--- dcBVCf- 20 24 300 256 5000 10 | | MLRS | | | | Anti-Sub --U-- dcB-Cf- 55 80 60 400 1200 30 | | Rocket | | | | New Anti-Sub --U-- dcB-Cf- 100 96 50 400 1700 30 | | Rocket | +--------------+-------+---------+-------+------+-------+------+-------+------+ ======== Missiles ======== You'll start to get missiles after stage EUR-D-290 and they'll be a welcome addition to your arsenal. They are guided, often long range, supplements to your Main Guns. They can be mounted on all ship types and the different varieties will hit all targets. Although the anti-ship and anti-sub missiles aren't as powerful as other weapons, anti-air missiles (and RAMs) are an excellent replacement for your High Angle guns and the ASROC will become your de facto anti-sub weapon for as long as you play the game. Drill Missiles and the Multi-Purpose missiles are useful when deck space is limited such as on a frigate. They can be used to handle all threats, so they can be used instead of switching between several different weapons. However, if left in an auto-fire slot, ammo will run out fast so an ammo assembler is recommended. Cruise Missiles, High Explosive Missiles, and Cluster Missiles will be your first real wide area of affect weapons. But be careful in close quarters since your ship could be caught in the blast area. +--------------+-------+---------+-------+------+-------+------+-------+------+ | Name att mount dam rld rnds dis rng wt | | | | Anti-Ship S---- dcBVCfs 250 64 16 64 2500 80 | | Missile 1 | | | | Anti-Ship S---- dcBVCfs 500 80 14 64 2800 80 | | Missile 2 | | | | Anti-Ship S---- dcBVCfs 1000 96 12 64 3200 80 | | Missile 3 | | | | Anti-Air -A-a- dcBVCfs 200 64 40 64 3500 80 | | Missile 1 | | | | Anti-Air -A-a- dcBVCfs 500 64 40 64 3800 100 | | Missile 2 | | | | Anti-Air -A-a- dcBVCfs 600 64 40 64 4000 120 | | Missile 3 | | | | Anti-Sub --U-- dcB-Cfs 200 64 48 64 2500 80 | | Missile 1 | | | | Anti-Sub --U-- dcB-Cfs 250 64 40 64 2700 80 | | Missile 2 | | | | Anti-Sub --U-- dcB-Cfs 300 64 32 64 2900 80 | | Missile 3 | | | | Multi-Purpos SAUa- dcBVCfs 30 50 64 64 3500 80 | | Missile 1 | | | | Multi-Purpos SAUa- dcBVCfs 50 58 48 64 3600 80 | | Missile 2 | | | | Multi-Purpos SAUa- dcBVCfs 70 64 40 64 3700 80 | | Missile 3 | | | | Cluster SSM S---- dcBVCfs 150 96 32 64 2500 80 | | Launcher 1 | | | | Cluster SSM S---- dcBVCfs 250 128 12 64 2600 80 | | Launcher 2 | | | | Cluster SSM S---- dcBVCfs 400 144 8 64 2700 80 | | Launcher 3 | | | | RAM -A-a- dcBVCfs 50 200 128 64 3000 120 | | | | Cruise S---- dcBVCfs 5000 240 2 32 3500 400 | | Missile | | | | Long Range S---- dcBVCfs 1700 160 8 64 5000 600 | | SSM | | | | Drill SAU-- dcBVCfs 180 120 40 64 8000 120 | | Missile | | | | Anti-Ship S---u dcBVCfs 150 180 16 64 4000 40 | | Missile VLS1 | | | | Anti-Ship S---u dcBVCfs 250 200 16 64 4250 40 | | Missile VLS2 | | | | Anti-Ship S---u dcBVCfs 500 250 16 64 4500 40 | | Missile VLS3 | | | | Anti-Air -A-au dcBVCfs 100 160 16 64 5000 160 | | Missile VLS | | 1 | | | | Anti-Air -A-au dcBVCfs 200 200 16 64 5250 80 | | Missile VLS | | 2 | | | | Anti-Air -A-au dcBVCfs 300 240 16 64 5500 40 | | Missile VLS | | 3 | | | | Anti-Sub --U-u dcBVCfs 100 160 16 64 4000 40 | | Missile VLS | | 1 | | | | Anti-Sub --U-u dcBVCfs 150 180 16 64 4250 40 | | Missile VLS | | 2 | | | | Anti-Sub --U-u dcBVCfs 200 200 16 64 4500 40 | | Missile VLS | | 3 | | | | Multi-Purpos SAUau dcBVCfs 20 120 24 64 4500 40 | | Msl VLS 1 | | | | Multi-Purpos SAUau dcBVCfs 30 140 24 64 4600 40 | | Msl VLS 2 | | | | Multi-Purpos SAUau dcBVCfs 40 160 24 64 4750 40 | | Msl VLS 3 | | | | Cluster S---u dcBVCfs 120 180 16 96 4000 200 | | Missile VLS | | 1 | | | | Cluster S---u dcBVCfs 240 220 12 96 4100 200 | | Missile VLS | | 2 | | | | Cluster S---u dcBVCfs 360 260 8 96 4200 200 | | Missile VLS | | 3 | | | | High S---u dcBVCfs 4000 800 2 64 5000 200 | | Explosive | | Msl VLS | | | | Napalm S---u dcBVCfs 2000 650 16 64 4000 150 | | Missile | | | | EMP Missile S---u dcBVCfs 500 800 20 64 5000 200 | | | | ASROC 1 --U-u dcBVCfs 600 150 8 320 4000 40 | | | | ASROC 2 --U-u dcBVCfs 800 150 10 320 5000 40 | | | | ASROC 3 --U-u dcBVCfs 1000 150 12 320 6000 40 | +--------------+-------+---------+-------+------+-------+------+-------+------+ ======= Optical ======= The Optical weapons subcategory unlocks after you find your first Pulse Laser 1 part which should be pretty far into your first or second playthrough. All lasers have several negative attributes: they are extremely heavy, range is limited, ammo is relatively low, and the reload time is fairly high. However, they are all quick to the target and cause a good bit of damage. The difference between the different Optical weapons is usually the way the beam gets to the target. For example, the Crab Laser shoots two beams out like an open pair of scissors, and then closes them together, hitting everything caught in the middle. The Sil Laser will fire 4 parallel beams along the water and then either go up to hit an air target, down to hit a submerged target, or straight to hit a surface target. The biggest problem with Optical weapons is usually by the time you get them the enemy starts using EM Shields. This drastically reduces the damage your weapon can cause. If you're playing on hard or higher, it pretty much makes your Optical weapon useless against the big ships. The Laser Pointer, found under the Missile research tree is used by an aircraft carrier to direct aircraft to attack a specific target. It is not an offensive weapon otherwise. Although the Pulse Laser sounds like it should be the ultimate anti-air defense, it doesn't have enough ammo to last through a tough battle. A better weapon to replace your anti-air missiles is the Guided Particle Gun. If you have an ammo assembler, the Pulse Laser is a lot more useful, but don't ditch your Machine guns just yet, since Pulse Laser can't hit torpedoes or mines. +--------------+-------+---------+-------+------+-------+------+-------+------+ | Name att mount dam rld rnds dis rng wt | | | | Crab Laser SA--u dcBVCfs 800 250 80 16 800 1000 | | | | New Crab SA--u dcBVCfs 1600 350 100 16 1200 850 | | Laser | | | | Cat Beam SA--- dcBVCfs 600 300 25 16 1500 1000 | | | | New Cat Beam SA--- dcBVCfs 900 400 30 16 1800 90 | | | | Laser SAU-- ---V--- 0 60 150 16 8000 80 | | Pointer | | | | Pulse Laser -A-a- dcBVCfs 20 10 400 16 1500 100 | | 1 | | | | Pulse Laser -A-a- dcBVCfs 25 10 400 8 2000 100 | | 2 | | | | Pulse Laser -A-a- dcBVCfs 30 10 400 4 2500 100 | | 3 | | | | Particle Gun SA--- dcBVCfs 600 300 100 16 3000 700 | | 1 | | | | Particle Gun SA--- dcBVCfs 800 400 125 16 3250 650 | | 2 | | | | Particle Gun SA--- dcBVCfs 1000 550 150 16 3500 600 | | 3 | | | | Particle SA--- dcBVCfs 500 250 100 64 2000 850 | | Burst Gun 1 | | | | Particle SA--- dcBVCfs 600 350 125 32 2500 800 | | Burst Gun 2 | | | | Particle SA--- dcBVCfs 700 500 150 16 3000 750 | | Burst Gun 3 | | | | Guided SA--- dcBVCfs 200 250 100 16 3000 700 | | Particle Gun | | 1 | | | | Guided SA--- dcBVCfs 300 300 125 16 3250 650 | | Particle Gun | | 2 | | | | Guided SA--- dcBVCfs 400 350 150 16 3500 600 | | Particle Gun | | 3 | | | | X-ray S---- dcBVCfs 350 260 75 16 3000 1000 | | Ordnance | | | | High X-ray S---- dcBVCfs 400 200 100 16 3000 1500 | | Ordnance | | | | Krypton S---- --B-C-- 1000 1000 300 16 5000 2000 | | Laser | | | | New Krypton S---- --B-C-- 1500 1200 350 16 5500 1800 | | Laser | | | | Electron S---- --B-C-- 1200 1300 300 16 6000 2000 | | Laser | | | | New Electron S---- --B-C-- 1800 1500 350 16 6000 1800 | | Laser | | | | Sil Laser 1 SAU-- --BVCfs 350 220 100 16 2500 800 | | | | Sil Laser 2 SAU-- --BVCfs 400 320 125 16 3000 750 | | | | Sil Laser 3 SAU-- --BVCfs 450 400 150 16 3500 700 | | | | Crois Laser S---- --B-C-- 550 230 150 16 2000 2000 | | 1 | | | | Crois Laser S---- --B-C-- 700 280 125 16 2500 1900 | | 2 | | | | Crois Laser S---- --B-C-- 900 330 150 16 3000 1800 | | 3 | | | | Cith Laser 1 S---- --B-C-- 400 200 100 16 2500 2000 | | | | Cith Laser 2 S---- --B-C-- 600 250 125 16 2750 1900 | | | | Cith Laser 3 S---- --B-C-- 800 300 150 16 3000 1800 | | | | Sian Laser 1 S---- --B-C-- 600 250 100 16 2500 2000 | | | | Sian Laser 2 S---- --B-C-- 800 300 125 16 2750 1900 | | | | Sian Laser 3 S---- --B-C-- 1000 350 150 16 3000 1800 | | | | Dorn Laser 1 S---- --B-C-- 500 320 96 16 2000 2000 | | | | Dorn Laser 2 S---- --B-C-- 750 450 64 16 2250 1900 | | | | Dorn Laser 3 S---- --B-C-- 1000 580 32 16 2500 1800 | | | | Ring Laser S---- dcBVCfs 2000 160 100 1200 3000 1500 | +--------------+-------+---------+-------+------+-------+------+-------+------+ ================= High Tech Weapons ================= High Tech weapons are the most powerful weapons in the game (and the most fun to use). The wave guns are extremely heavy, slow to reload, and have almost no ammo. However, they can destroy targets outside of visual range, destroy almost every ship with one shot, and almost never misses. There's a slight delay after you press the trigger and when it fires, so you need to aim slightly in front of a fast moving target (like the squid). If you played the original Naval Ops, you'll be disappointed that the Flamethrower and Railguns have been toned down a lot. The Photon Gun and Magnetic Pulse Gun are the two weapons that will make your frigate one of the most powerful farming ships in the game. Combined with several Enigmatechs and an ammo assembler, you can cruise around at 150 knots and destroy most targets before you're in range of their weapons. Toss in a couple helicopters to pick up crates, and you can get through most missions without even steering. The Mysterious Gun is nothing but a replica of a cannon. As far as anyone can tell, it serves no other purpose. +--------------+-------+---------+-------+------+-------+------+-------+------+ | Name att mount dam rld rnds dis rng wt | | | | Mysterious S-U-- dcBVCfs 20 300 60 4800 4200 30 | | Gun | | | | Flamethrower SA--- dcBVCf- 4 200 64 256 500 120 | | | | New SA--- dcBVCf- 8 200 96 256 700 100 | | Flamethrower | | | | Plasma Gun SA--- -cB-C-- 3000 800 150 32 2000 1500 | | | | New Plasma SA--- -cB-C-- 4000 1000 200 32 2500 1400 | | Gun | | | | Burst Plasma SA--- -cB-C-- 2000 1200 100 64 3000 1700 | | Gun | | | | New Burst SA--- -cB-C-- 3500 1600 120 32 3500 1600 | | Plasma Gun | | | | Guided SA--- -cB-C-- 750 600 100 16 2500 1500 | | Plasma Gun | | | | New Guided SA--- -cB-C-- 1250 1200 120 16 3000 1400 | | Plasma Gun | | | | Photon Gun S---- --BVCf- 8000 1400 2 64 7000 3000 | | | | Tower Railgun SA--- --B-C-- 1200 600 200 64 4000 1000 | | | | Railgun 1 SA--- --B-C-- 2000 1100 100 48 7000 2000 | | | | Railgun 2 SA--- --B-C-- 2500 1500 100 48 8000 2200 | | | | Railgun 3 SA--- --B-C-- 3000 1800 100 32 9000 2500 | | | | Railgun 4 SA--- --B-C-- 4000 2000 80 32 10000 2600 | | | | Magnetic SA--- dcBVCfs 10000 2000 3 2 12000 1800 | | Pulse Gun | | | | Magnetic SA--- --B-C-- 15000 2200 5 2 16000 3500 | | Pulse Cannon | | | | Breac Wave SA--- --B-C-- 18000 2400 5 2 17000 4000 | | Gun | | | | Siorc Wave SA--- --B-C-- 24000 2600 5 2 18000 4000 | | Gun | | | | Massive Wave SA--- --B-C-- 32000 2800 5 2 19000 4000 | | Gun | | | | Sepia Pulse SA--- --B-C-- 30000 4000 5 2 20000 3500 | | Cannon | +--------------+-------+---------+-------+------+-------+------+-------+------+ ========= Auto-fire ========= A weapon listed as Auto-fire ("a" in the table) that is placed in an auto-fire slot in your weapons menu will fire automatically at an appropriate target in range. You initially have only one auto-fire slot, but can add more with Auto Countermeasures systems. Most people put defensive armaments in the auto- fire slots like machine guns. It will fire at the first available target, even if other guns are firing at it, or if other targets come in range. It will continue to target it until it is destroyed, goes out of range, or outside its firing arc. This can be bad in some circumstances. For instance, if you're bombarded with airplanes and torpedoes, you'd prefer your machine guns shoot down the torpedoes rather than follow around an airplane for 30 seconds. Even worse is when you put anti-air missiles in an auto-slot. Because of the delay between firing the missile and the moment it hits the target, you'll end up shooting dozens of missiles at a single airplane, when one would have been enough. Holding R2 (engagement mode) will fire all auto-fire weapons in all slots regardless if it's in an auto-fire slot. Enigmatech h (eta), will fire all weapons in all slots even if the weapon doesn't normally auto-fire. However, the rate at which each weapon fires is at the original reload speed, even if you have an Auto Reload system. This does not affect non-offensive weapons like the Laser Pointer and flares. Weapons that are trying to hit a moving target will improve if your ship has a higher command. It's also believed that a higher command will allow your guns to target more enemies at the same time, although this is hard to verify. If you end up putting a lot of a single weapon on a ship consider splitting them over multiple slots. If you put 40 CIWS on your ship, you'll max out at 99999. But if you split them over 2 slots, both slots will have 99999, effectively giving you twice as much ammo. ========= Placement ========= Each weapon will take up a certain amount of horizontal and vertical space. Sometimes a hull's size and configuration make it difficult to fit the armaments you want or need to have a successful ship. As you move things around you need to be aware that most weapons will change your armor rating. Your armor rating is the percentage of the ship that needs to be covered by armor, and thus, the total weight of armor. Engines and structures also affect it, but you'll find it difficult to fit all the weapons on a ship without increasing armor weight significantly. In general, machine guns, hi-angle guns and non-offensive rockets do not increase your armor rating. Placing weapons next to each other does not usually affect their firing angles. Even a weapon placed right in front of a Catapult will not affect either aircraft take-offs or the weapon's angle of fire. However, pairs of guns, such as Main Guns, will affect each other. When side by side, guns will limit the rotation of each other. So, although you might be able to train 6 Main Guns straight forward, you'll only be able to fire 3 of them broadside. =========== Final Notes =========== There are definitely a lot of weapons in Warship Gunner 2. There are nearly a 1000 permutations altogether. Some are useful, some are fun, and some are pathetic. There really isn't any special formula for which weapons you should use to win. If you're having difficulty on a mission, try using some other combination. Take the time to try them all in different circumstances. After a while you'll start to gravitate toward certain kinds that work with your style of play. ================ Revision history ================ 1.00 2/27/07 Base faq posted on Gamefaqs ======= Credits ======= tankboy vyctym http://losmonos.netfirms.com/cgi-bin/tablecsv.pl (for help with the tables) ======= Contact ======= If you have any additions or corrections, please email me at: bmulroon@yahoo.com Please include "warship gunner 2" in the subject. =============================================================================== Copyright 2007 Bill Mulrooney This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ===============================================================================