This guide will show you some of the most important things that you should know about the Boat Crew armas, equipamento, apoiar, and resource points that you can utilize in the game.
Armas, Equipamento, and Support
Supplies might seem boring, but they’re crucial for the fun stuff to work. The top three in importance are ammunition, repair kits, and medkits. Ammunition makes your guns go pew, so keep it close to the guns for quick reloading. Repair kits prevent your boat from sinking, saving your precious RP. Medkits keep your crew alive, though they come last because a well-protected crew survives longer. Always pack some, no entanto. For a well-prepared mission, trazer 40 cans of ammo, 24 repair kits, e 8 medkits. This breakdown helps set your priorities.
Boat Crew offers various weapons for everyone’s liking. There are six main subtypes: Metralhadoras, main guns, utility weapons, torpedoes, depth charges, and rockets. Each type solves different problems, and you can have one of each on every ship except the first (which you should avoid picking). These weapons cost RP, but you can freely swap them, treating RP as a budget rather than a one-time-use currency.
Metralhadoras
Machine guns are likely your first choice. These lightweight weapons are great for dealing with small enemies and taking down aircraft. No entanto, they’re not the best against larger foes. There are three types: the Lewis Gun, the M1919, and the M2.
The Lewis Gun is affordable and doesn’t differ much from the M1919, except for a slightly lower muzzle velocity. It’s also 1k less RP to use, so it’s a practical choice.
The M2, por outro lado, is a game-changer. Its rounds are faster, hit harder, and are fired more rapidly than the other options. The only downside is a slightly lower ammo (not magazine) capacidade. When you have the RP to spare, upgrading to an M2 is a significant improvement. No entanto, hold off on these choices for now, as a better option awaits.
Main Guns
Main guns are your go-to for surface combat; they outshine machine guns by a mile. The initial choice is the Oerlikon, hitting 2-3 times harder and traveling faster than machine guns. Despite a lower capacity, fire rate, and higher cost, it’s worth every penny. This basic autocannon wrecks smaller craft far better than machine guns.
Upgrade to the dual Oerlikon for even better performance with a higher capacity and fire rate. Pessoalmente, I prefer it because a single operator can handle it. No entanto, some swear by the next option: the Bofors.
The Bofors packs a punch, quickly destroying small and even challenging larger craft. It has a low capacity but reloads rapidly. The catch is it needs two operators, potentially replacing a machine gunner. Consider keeping an unused MG for emergencies, like if your second gunner goes overboard due to a cannon shot. The dual version is an upgraded but ammo-hungry variant.
The M45 Meatchopper, the final main gun, is essentially four M2 machine guns joined. I haven’t used it, suspecting it’s ammo-intensive. It only needs one operator but comes with a hefty price tag. Commenters may shed light on its effectiveness.
Utility Weapons
Utility weapons come in three varieties: the mortar, the tank gun, and the autocannon, Cada serve para propósitos diferentes.
The mortar deals reasonable damage and is handy for attacking larger ships below destroyer level. Its real strength lies in smoke rounds, creating a protective screen to shield you from enemy fire. This is a lifesaver in critical moments.
The tank gun functions as a quasi-sniper, effective in combat but excelling at taking down supply ships and shore bombardment after torpedoes are used. It hits hard, providing significant damage when used carefully.
The autocannon is akin to a main gun but with a slower firing rate and more power. It’s potent but comes at the cost of a supply slot.
When using the anti-tank gun, zoom in with shift and the middle mouse button for binoculars. Opt for the second-to-last zoom level for easier aiming, using the corner of the binoculars to see the firing arc’s endpoint. Avoid relying solely on the mini-map for aiming, as waves can affect its precision, making the circle a good guide but not pinpoint.
Torpedoes
Torpedoes are your ultimate weapon against formidable foes, making you rich and powerful. Sem eles, facing destroyers is like rolling over to surrender. There are five types, with three being guided: the Mk. 8, Mk. 13, Mk. 21, Mk. 24, and Mk. 27.
The Mk. 8 is potent, lento, and unguided. It reliably kills on impact, especially with the second one. Skill is needed, but if the target is docked, you can fire, espere, and then unleash firepower to clear smaller threats. The Mk. 13 is unguided, hits less hard, but moves faster and can take down supply ships in 1-2 sucessos. Skilled players may even tackle a Fubuki destroyer.
The guided torpedoes are acoustically guided but weaker. They track using sound, responding to any large ship, including minesweepers that may intercept torpedoes meant for a faster-approaching destroyer. Prioritize eliminating large escorts before targeting destroyers or supply ships. The Mk. 21, although costly at 30k RP, combines the damage of an unguided torp with guided precision, making it the best option. It’s a bit slow, so lead your targets. The Mk. 24 is small, swift, and inflicts modest damage, suitable for minesweepers or coastal tankers. It’s the cheapest acoustic torp and worth using, but not fire-and-forget smart. Like any torp, lead your target. The Mk. 27 is pricier with a slight damage boost, and its usage might be questioned unless you’re swimming in money. It might be faster?
Torpedoes are your primary weapon against large ships, but they’re not your only option.
Rockets
Rockets may lack precision, velocidade, and subtlety, making you a target as soon as you fire. No entanto, they shine at finishing off large ships when torpedoes are depleted, and you can reload them. Think of them as a PT captain’s shotgun – chegar perto, spray, and make a quick escape.
They can also work for shore bombardment in a pinch, but their inaccuracy is a drawback. Strongly recommend adding these to your arsenal, but don’t prioritize them over machine guns unless you have a specific plan. Two types exist: the Mousetraps and the main rockets. The main rocket options only differ in quantity; more rockets mean more firepower. Dakka dakka.
Support Abilities
Support abilities recharge with each kill, the charge displayed as the numbers you see after a kill. They have limited uses, depending on the slot. You have five slots, each becoming more potent but also more expendable. The first slot uses one charge bar and one ability use. Por exemplo, if it’s a plane, you launch one; if it’s an artillery barrage, it fires once.
Resource Points
Resource Points are the life force of your ship. Sem eles, you’re powerless, but with an abundance, you can terrify even the mightiest destroyers or swarms of river boats. Losing them happens every time you sink. Então, how do you acquire them?
There are three ways: supply raids, destroyer takedowns, and holdings.
Holdings are straightforward: occupy territory, and you’ll regularly receive resource points. It’s reliable, seguro, but somewhat dull. Eliminate base defenses, let allies claim it, and your income increases. No entanto, the gain is modest, so for the exciting toys, you’ll want to explore the next method.
Supply raids become your primary method in the campaign. Aqui, você tem opções: play it safe with depth charges to hunt subs for a moderate sum. Each sub may need 2-3 charges for safety, or you can use Mk. 20 Mousetrap rockets to force them to surface. Staying behind them prevents their powerful cannons from obliterating your humble boat. If you want to save charges or use the Mousetrap, go behind and unleash rounds at their tail. Torpedoes, even the advanced acoustic ones, go right over them, so save those shots for the next target: supply ships.
Resource Points are the essence of your ship’s power. Sem eles, you’re powerless, but with an abundance, you can dominate even the most formidable destroyers or swarms of river boats. Losing them happens every time you sink. Então, how do you acquire them?
There are three ways: supply raids, destroyer takedowns, and holdings.
Big boys, resembling destroyers, fight with smaller cannons and numerous MGs to keep you at bay. For them, use torpedoes or support artillery. They often move predictably when passive, allowing you to use cheap, unguided torps or eliminate escorts and get close for a more predictable, though risky, matar. Coastal tankers are smaller, yielding over 1k RP. Merchant ships are larger, holding more but being tougher and better armed. Dumb torps work for either, but small acoustics lack the firepower for merchants.
Destroyer hunting is the final method. Each targeted destroyer grants 3k RP, with a small bonus from Fubuki-class destroyers. It’s high risk, high reward, offering not just RP but a boost to Victory Point income and a sense of accomplishment.
Resource Points are crucial for obtaining the desired toys, and you’ll need a lot. A fully decked-out boat costs around 93k, and death means a ~25% loss. Prioritize safety; that one kill isn’t worth your expensive boat. Lembrar, the score under each kill is NOT resource points but “aquecer,” used for support powers.
Small craft and planes don’t yield resource points. Do supply raids, kill destroyers, or wait for bases to gradually provide them. The dev won’t change this, citing historical accuracy in PT boat captains resupplying through raids. Continue their proud tradition.
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