Well pirates and pirettes. Time for another of Cap'n Draven's very-simple-to-apply-well lessons.
Gunnery.
1st, know gunnery terms.
Azimuth - your horizontal aim, left and right.
Elevation - your range, governed by up and down.
Now we know that, we can talk the basics of actual shooting.
First - your controls. Use WASD. This is a superior firing control. By far.
Second - your elevation basics.
- longest range is at 45deg angle. Just know where that's at and you cant shoot any farther.
- you reach 80% of your max range within about 30deg.
- you'll be shooting right into the ship at anything less so range finding becomes almost pointing at or just above the ship. Especially within 50% of your range.
Third - dont tinker with elevation. Once your range is correct, pretty much leave it alone. The ships arent moving that fast toward or away from each other and if it's toward then they probably fall under rule 3 in the Second item on the list.
Fourth - come off the gun if you must check for range. Moving left and right is normal and easy to correct. Moving up and down also to see your range will just keep you guessing. It's best to just leave the cannon alone and stand up to see the result.
Fifth - turns cause shot to trail the turn. Use the wheels of the cannon to aim (more likely between the wheel and the cannon. About on the axel)
- if turning left then use the right axle to aim.
- if turning right then use the left axel.
Sixth - know your turns. Cap'n Draven says, "turning is when my crews miss the most shots." Know when not to fire because of a tight turn. Just because you're turning doesnt mean aiming is any different. You got to move your aim-line over the wheel as previously mentioned.
Seventh - when you're making hits let your helmsman know. He can keep the range easier than you can adjust. And you can focus on strafing with your left right movements.
Hope these tips prove useful.
Cap'n Draven always loves a challenge in naval combat. Too many runners these days 😏