Naval Ops: Warship Gunner---Auxillary Systems Guide
By: Skyeye
Email:
[email protected]
Version: 0.95
Created 1/14/04
Version Log:
v0.95 - Added suggested configs, completed formatting - 1/15/04
v0.9 - Initial Draft - 1/14/04
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Table of Contents:
I. Introduction
II. Auxillary Systems
1. Offensive Auxillary Systems
2. Defensive Auxillary Systems
3. Auxillary Movement Systems
III. Suggested Setups
IV. Credits
V. Copyright
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I. Introduction
The purpose behind writing this short guide was to make it much easier for
players of Naval Ops: Warship Gunner to indentify the great variety of
Auxillary Systems in this game, and to thus make it much easier for players to
plan and construct the best warships possible. Personally, I have felt that a
separate FAQ for the Auxillary Systems is merited. Having the systems layed
out, rated, and catagorized provides ample information for all the shipbuilders
out there to fufill the slogan on the back of the game box, "Strike hard,
strike fast, and strike deep."
The systems that can be optional, not including the sonar and radar systems,
are rated on a scale of 1 to 10, 1 being the worst and 10 being the best. This
is to further this guide's purpose of aiding the common shipbuilder. Also,
the location column indicates if the system can be reasearched or which stages
it has been confirmed to be in.
D-05 is obviously a great location to obtain new systems that are very helpful
in the game, but it is not actually easy to obtain these systems from D-05
until you have at least a prototype wave gun, which makes eliminating the enemy
groups much easier. A wave gun can be obtained from defeating the Arahabaki
and the Amaratsu (Stage C-10) on your second trip through the game.
Please note that this is a work in progress. I am currently searching all of
the levels of the game for more locations of the auxillary systems besides
stage D-05. Also, there are only a few systems, specifically the fire delay
systems, whose stats are still unknown to me at this time. I will fill the
stats in as I obtain these parts. I hope that this guide will come in handy
to all the shipbuilders around- good luck to all of you.
*IMPORTANT* Note that all stage locations for the Auxillary Systems are for the
SECOND (2nd) time through the game.
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II. Auxillary Systems
1. Offensive Auxillary Systems
System Name---------------------System Function-----------Location-------Rating
:Sonar I Sonar Range +2 Purchase --
:Sonar II Sonar Range +4 Purchase --
:Sonar III Sonar Range +6 Purchase --
:Sonar IV Sonar Range +8 Purchase --
:Sonar V Sonar Range +10 Purchase --
:Sonar VI Sonar Range +12 D-05 --
:Sonar alpha Sonar Range +14 D-05 --
:Sonar beta Sonar Range +16 D-05 --
:Radar I Radar Range +2 Purchase --
:Radar II Radar Range +4 Purchase --
:Radar III Radar Range +6 Purchase --
:Radar IV Radar Range +8 Purchase --
:Radar V Radar Range +10 Purchase --
:Radar VI Radar Range +12 D-05 --
:Radar alpha Radar Range +14 D-05 --
:Radar beta Radar Range +16 D-05 --
:Electronic Targeting I Lock on sphere for
electronic weapons +6 Purchase 2
:Electronic Targeting II Lock on sphere for
electronic weapons +16 Purchase 3
:Electronic Targeting III Lock on sphere for
electronic weapons +26 Purchase 4
:Electronic Targeting IV Lock on sphere for
electronic weapons +36 Purchase 5
:Electronic Targeting V Lock on sphere for
electronic weapons +46 Purchase 6
:Electronic Targeting VI Lock on sphere for
electronic weapons +56 D-05 7
:Electronic Targeting alpha Lock on sphere for
electronic weapons +66 D-05 8
:Electronic Targeting beta Lock on sphere for
electronic weapons +76 D-05 9
:Electronic Targeting theta Lock on sphere for
electronic weapons +86 D-05 10
:Auto Reload I Reload Time -10 Purchase 2
:Auto Reload II Reload Time -20 Purchase 3
:Auto Reload III Reload Time -30 Purchase 4
:Auto Reload IV Reload Time -40 Purchase 5
:Auto Reload V Reload Time -50 Purchase 6
:Auto Reload VI Reload Time - D-05 7
:Auto Reload alpha Reload Time -73 D-05 7
:Auto Reload beta Reload Time -84 D-05 9
:Auto Reload theta Reload Time -91 D-05 10
:Firing Delay System I Salvo Concentration -10 Purchase 4
:Firing Delay System II Salvo Concentration -20 Purchase 4
:Firing Delay System III Salvo Concentration -27 Purchase 4
:Firing Delay System VI Salvo Concentration -35 Purchase 4
:Firing Delay System V Salvo Concentration -42 Purchase 4
:Firing Delay System VI Salvo Concentration - 5
:Firing Delay System alpha Salvo Concentration - 5
:Firing Delay System beta Salvo Concentration - 5
:Firing Delay System theta Salvo Concentration - 6
:Enigmatech System 10% increase in
recognition points gained
from destroying the
enemy D-05 6
:Enigmatech System II 20% increase in
recognition points gained
from destroying the
enemy D-05 6
:Weapons Command System Control Ability +10 D-05 7
:Weapons Command System II Control Ability +20 D-05 7
2. Defensive Auxillary Systems
System Name---------------------System Function-----------Location-------Rating
:Electromagnetic Shield I
Damage from laser
weapons -20 Purchase 5
:Electromagnetic Shield II
Damage from laser
weapons -30 Purchase 5
:Electromagnetic Shield III
Damage from laser
weapons -40 Purchase 6
:Electromagnetic Shield IV
Damage from laser
weapons -50 Purchase 7
:Electromagnetic Shield V
Damage from laser
weapons -60 Purchase 7
:Electromagnetic Shield VI
Damage from laser
weapons -70 D-05 8
:Electromagnetic Shield alpha
Damage from laser
weapons -80 D-05 9
:Electromagnetic Shield beta
Damage from laser
weapons -90 D-05 10
:Electronic Blocking I Enemy Radar Ability
-21 Purchase 4
:Electronic Blocking II Enemy Radar Ability
-31 Purchase 4
:Electronic Blocking III Enemy Radar Ability
-41 Purchase 5
:Electronic Blocking IV Enemy Radar Ability
-51 Purchase 5
:Electronic Blocking V Enemy Radar Ability
-61 Purchase 6
:Electronic Blocking VI Enemy Radar Ability
-71 D-05 6
:Electronic Blocking alpha Enemy Radar Ability
-81 D-05 7
:Electronic Blocking beta Enemy Radar Ability
-91 D-05 7
:Auto Fire Extinguisher I Fire Extinguish Success
+5 Purchase 3
:Auto Fire Extinguisher II Fire Extinguish Success
+10 Purchase 4
:Auto Fire Extinguisher III Fire Extinguish Success
+16 Purchase 5
:Auto Fire Extinguisher IV Fire Extinguish Success
+26 Purchase 6
:Auto Fire Extinguisher V Fire Extinguish Success
+36 Purchase 6
:Auto Fire Extinguisher VI Fire Extinguish Success
+46 D-05 7
:Auto Fire Extinguisher alpha Fire Extinguish Success
+56 D-05 7
:Auto Fire Extinguisher beta Fire Extinguish Success
+66 D-05 7
:Emergency Hull Purge I Hull Integrity +5 Purchase 2
:Emergency Hull Purge II Hull Integrity +10 Purchase 3
:Emergency Hull Purge III Hull Integrity +16 Purchase 4
:Emergency Hull Purge IV Hull Integrity +26 Purchase 5
:Emergency Hull Purge V Hull Integrity +36 Purchase 5
:Emergency Hull Purge VI Hull Integrity +46 D-05 6
:Emergency Hull Purge alpha Hull Integrity +56 D-05 6
:Emergency Hull Purge beta Hull Integrity +66 D-05 6
:Enigmatech Orn Endurance +2500
Top Speed -30% 7
:Enigmatech Egill Endurance +1000
Rudder Response -1 8
:Shield System Percentage that Fires
and floods occur is 0 7
3. Auxillary Movement Systems
System Name---------------------System Function-----------Location-------Rating
:Enigmatech Alti Top Speed +10%
Rudder Response +1
Control Ability +25%
Endurance +500 Sink 100 Subs 8
:Enigmatech Mar Top Speed +10%
Endurance +500
Control Ability -25% D-05 6
:Enigmatech Solvi Top Speed +15%
Contol Ability +10%
Endurance +1500 D-05 8
:Enigmatech Sturla Top Speed +20%
Rudder Response +1
Control Ability +25%
Endurance +3000 D-05 10
:Enigmatech Propulsion Top Speed +40%
Rudder Response -2 D-05 9
:Enigmatech Propulsion II Top Speed +50%
Rudder Response -1 D-05 10
:Bow Thruster Can turn even when
Speed is at 0 D-05 6
:Upgraded Steering System
Rudder Response +1 D-05 7
:Velocity Control System
Allows for sudden surges
or decreases in speed D-05 8
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III. Suggested Auxillary Systems Setups
This list is meant to show the most effective way players can use auxillary
systems at different points throughout the game. You don't have to follow this
advice, in fact I highly suggest that you experiment on your own for best
results. Note that an electromagnetic shield is CRUCIAL later in the game, as
laser weapons can do massive amounts of damage if you do not have one.
General Early Auxillary Setups (By around A-05)
1. Radar I
2. Sonar I
3. Auto- Load I
4. Electronic Targeting I
5. Electronic Blocking I
6. Auto Fire Extinguisher I
7. Emergency Hull purge I
Advanced Setup facing Druna Skass (D-10 First Time)
1. Radar V
2. Sonar V
3. Auto- Load V
4. Electronic Targeting V
5. Electromagnetic Shield V
6. Electronic Blocking V
7. Auto Fire Extinguisher V*
*The auto fire extinguisher was chosen over the hull purge as a result of
experimentation on my part. It appears that fires occur much more oftern
than hull breaches do, and not only that but a slight reduction in speed won't
affect mission results as much as a damaging fire could.
Setup Facing Druna Skass (D-10 second time through)
1. Radar beta
2. Sonar beta
3. Auto- load theta
4. Electronic Targeting theta
5. Electromagnetic Shield beta
6. Enigmatech Alti
7. Enigmatech Sturla or Bow Thruster*
*Whichever system you have obtained by this point will work
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IV.Credits
Thanks to Koei for coming up with this excellent game in the first place! (and
for the phrase on the back of the box mentioned in the introduction) Also,
thanks to all the writers of FAQs on GameFAQs for the tips on setting up this
FAQ, as it is my first. Thanks to all of the members who post tips on the
Naval Ops boards for helping me beat this game in the first place. Finally,
thanks to Koei again for creating a sequel to this great game!
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V. Copyright
Copyright 2004 T. Pitrof (Skyeye)
This may 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 part of any public display is strictly prohibited, and a
violation of copyright.