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The ''Naval Ops'' series is a trilogy of games released for the UsefulNotes/PlayStation2 by Creator/{{Koei|Tecmo}} and Microcabin primarily focused on ship to ship combat. In Japan, the series is known as ''Kurogane no Houkou'' and includes PC-exclusive titles that offer enhanced sophisticated gameplay and downloadable content. [[NoExportForYou These titles were never released outside Japan, however]].
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The ''Naval Ops'' series is a trilogy of games released for the
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Hot Scientist is no longer a trope
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* HotScientist: Braun.
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Up To Eleven is a defunct trope
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** The largest naval guns historically mounted (the 40.6cm/16 inch and 46cm/18.1 inch) and the ones for the Yamato's planned successor (51cm/20.1 inch) are [[UpToEleven middle of the pack]] as far as conventional artillery sizes go, and even the largest gun ever used in combat, the 80cm railway guns, play second fiddle to the massive 100cm/39 inch gun available.
** Railguns, plasma cannons and wave guns tend to be just as big or [[UpToEleven even bigger]] than their conventional artillery counterparts.
** Railguns, plasma cannons and wave guns tend to be just as big or [[UpToEleven even bigger]] than their conventional artillery counterparts.
to:
** The largest naval guns historically mounted (the 40.6cm/16 inch and 46cm/18.1 inch) and the ones for the Yamato's planned successor (51cm/20.1 inch) are [[UpToEleven middle of the pack]] pack as far as conventional artillery sizes go, and even the largest gun ever used in combat, the 80cm railway guns, play second fiddle to the massive 100cm/39 inch gun available.
** Railguns, plasma cannons and wave guns tend to be just as big or[[UpToEleven even bigger]] bigger than their conventional artillery counterparts.
** Railguns, plasma cannons and wave guns tend to be just as big or
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* CoolBoat: The series is basically built on taking this UpToEleven.
to:
* CoolBoat: The series is basically built on taking this UpToEleven.up to eleven.
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Frickin Laser Beams entry amended in accordance with this Trope Repair Shop Thread.
* EnergyWeapon: In HomingLaser and ReflectingLaser varieties, among others.
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* FrickinLaserBeams: In HomingLaser and ReflectingLaser varieties, among others.
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The ''Naval Ops'' series is a trilogy of games released for the UsefulNotes/PlayStation2 by {{Creator/Koei}} and Microcabin primarily focused on ship to ship combat. In Japan, the series is known as ''Kurogane no Houkou'' and includes PC-exclusive titles that offer enhanced sophisticated gameplay and downloadable content. [[NoExportForYou These titles were never released outside Japan, however]].
to:
The ''Naval Ops'' series is a trilogy of games released for the UsefulNotes/PlayStation2 by {{Creator/Koei}} Creator/{{Koei|Tecmo}} and Microcabin primarily focused on ship to ship combat. In Japan, the series is known as ''Kurogane no Houkou'' and includes PC-exclusive titles that offer enhanced sophisticated gameplay and downloadable content. [[NoExportForYou These titles were never released outside Japan, however]].
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Not necessary.
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The ''Naval Ops'' series is a trilogy of games released for the UsefulNotes/PlayStation2 by {{Creator/Koei}} and Microcabin primarily focused on ship to ship combat ([[JustForFun/IThoughtThatWas No, not]] [[ShipToShipCombat that]].) In Japan, the series is known as ''Kurogane no Houkou'' and includes PC-exclusive titles that offer enhanced sophisticated gameplay and downloadable content. [[NoExportForYou These titles were never released outside Japan, however]].
to:
The ''Naval Ops'' series is a trilogy of games released for the UsefulNotes/PlayStation2 by {{Creator/Koei}} and Microcabin primarily focused on ship to ship combat ([[JustForFun/IThoughtThatWas No, not]] [[ShipToShipCombat that]].) combat. In Japan, the series is known as ''Kurogane no Houkou'' and includes PC-exclusive titles that offer enhanced sophisticated gameplay and downloadable content. [[NoExportForYou These titles were never released outside Japan, however]].
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The ''Naval Ops'' series is a trilogy of games released for the UsefulNotes/PlayStation2 by {{Creator/Koei}} and Microcabin primarily focused on ship to ship combat. In Japan, the series is known as ''Kurogane no Houkou'' and includes PC-exclusive titles that offer enhanced sophisticated gameplay and downloadable content. [[NoExportForYou These titles were never released outside Japan, however]].
to:
The ''Naval Ops'' series is a trilogy of games released for the UsefulNotes/PlayStation2 by {{Creator/Koei}} and Microcabin primarily focused on ship to ship combat. combat ([[JustForFun/IThoughtThatWas No, not]] [[ShipToShipCombat that]].) In Japan, the series is known as ''Kurogane no Houkou'' and includes PC-exclusive titles that offer enhanced sophisticated gameplay and downloadable content. [[NoExportForYou These titles were never released outside Japan, however]].
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Added image.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/naval_ops_trilogy.png]]
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''[[http://en.wikipedia.org/wiki/index.html?curid=3358511 Naval Ops: Warship Gunner]]'', the first game, is a vehicle simulation game released in 2003. You take the role of the captain of a [=WW2=] destroyer, part of a squadron caught in a mysterious anomaly. When the anomaly clears, you find yourself facing a fleet of battleships that weren't there moments ago. Forced to flee when they open fire, you encounter a friendly group, later identified as the "Freedom Forces", who help you escape. After meeting up with their main force and discovering that you have somehow been transported to a parallel universe, you and your crew decide to join them in their battle against the "Empire".
The second game, ''[[http://en.wikipedia.org/wiki/Naval_Ops:_Commander Naval Ops: Commander]]'', shifts the perspective slightly to fleet-based combat. You are a captain in the Navishia navy, facing off against the invading country of Virshia. The story begins with contact with Navishia Mission Command being lost, forcing you to regroup and gather what allies you can to drive off Virshia's forces.
The third game, ''[[http://en.wikipedia.org/wiki/Naval_Ops:_Warship_Gunner_2 Naval Ops: Warship Gunner 2]]'', returns to the single-ship style combat of the original. It was also re-released for the PSP, [[NoExportForYou but only in Japan]]. You are Captain Schulz of the Kingdom of Wilkia's Royal Guard. During a training exercise, you suddenly come under attack from the Defense Force training vessels. After successfully shaking them off, you discover that it was part of a military coup that has successfully taken control of most of Wilkia. Captain Schulz must now help retake Wilkia...
The second game, ''[[http://en.wikipedia.org/wiki/Naval_Ops:_Commander Naval Ops: Commander]]'', shifts the perspective slightly to fleet-based combat. You are a captain in the Navishia navy, facing off against the invading country of Virshia. The story begins with contact with Navishia Mission Command being lost, forcing you to regroup and gather what allies you can to drive off Virshia's forces.
The third game, ''[[http://en.wikipedia.org/wiki/Naval_Ops:_Warship_Gunner_2 Naval Ops: Warship Gunner 2]]'', returns to the single-ship style combat of the original. It was also re-released for the PSP, [[NoExportForYou but only in Japan]]. You are Captain Schulz of the Kingdom of Wilkia's Royal Guard. During a training exercise, you suddenly come under attack from the Defense Force training vessels. After successfully shaking them off, you discover that it was part of a military coup that has successfully taken control of most of Wilkia. Captain Schulz must now help retake Wilkia...
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The
The third game,
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----
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* TypesOfNavalShips: The games are pretty serious about this. DD for destroyers, CA/CC for cruisers, BB for battleships, CV for aircraft carriers, etc.
to:
* TypesOfNavalShips: UsefulNotes/TypesOfNavalShips: The games are pretty serious about this. DD for destroyers, CA/CC for cruisers, BB for battleships, CV for aircraft carriers, etc.
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''[[http://en.wikipedia.org/wiki/index.html?curid=3358511 Naval Ops: Warship Gunner]]'', the first game, is a vehicle simulation game released in 2003. You take the role of the captain of a WW2 destroyer, part of a squadron caught in a mysterious anomaly. When the anomaly clears, you find yourself facing a fleet of battleships that weren't there moments ago. Forced to flee when they open fire, you encounter a friendly group, later identified as the "Freedom Forces", who help you escape. After meeting up with their main force and discovering that you have somehow been transported to a parallel universe, you and your crew decide to join them in their battle against the "Empire".
to:
''[[http://en.wikipedia.org/wiki/index.html?curid=3358511 Naval Ops: Warship Gunner]]'', the first game, is a vehicle simulation game released in 2003. You take the role of the captain of a WW2 [=WW2=] destroyer, part of a squadron caught in a mysterious anomaly. When the anomaly clears, you find yourself facing a fleet of battleships that weren't there moments ago. Forced to flee when they open fire, you encounter a friendly group, later identified as the "Freedom Forces", who help you escape. After meeting up with their main force and discovering that you have somehow been transported to a parallel universe, you and your crew decide to join them in their battle against the "Empire".
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None
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The second game, ''[[http://en.wikipedia.org/wiki/Naval_Ops:_Commander Naval Ops: Commander]]'', shifts the perspective slightly to fleet-based combat. You are a captain in the Navishia navy, facing off against the invading country of Virshia. The story begins with contact with Navishia being lost, forcing you to regroup and gather what allies you can to drive off Virshia's forces.
to:
The second game, ''[[http://en.wikipedia.org/wiki/Naval_Ops:_Commander Naval Ops: Commander]]'', shifts the perspective slightly to fleet-based combat. You are a captain in the Navishia navy, facing off against the invading country of Virshia. The story begins with contact with Navishia Mission Command being lost, forcing you to regroup and gather what allies you can to drive off Virshia's forces.
* AceCustom: Creating customized ships is half of the game, the other half is using them to blow up fleets and superships to unlock more options to customize ships with.
* TheAlliance: The player factions.
** The Freedom Forces in ''Warship Gunner'' are the last remnants of opposition against the Empire.
** Navishia in ''Commander'' is aided by various allied nations.
** The Freedom Forces in ''Warship Gunner 2'' are composed of Wilkian and Japanese exiles harbored by the United States at first, adding more members (including the British Commonwealth and Weimar Republic) as the Empire of Wilkia becomes more aggressive.
** The Freedom Forces in ''Warship Gunner'' are the last remnants of opposition against the Empire.
** Navishia in ''Commander'' is aided by various allied nations.
** The Freedom Forces in ''Warship Gunner 2'' are composed of Wilkian and Japanese exiles harbored by the United States at first, adding more members (including the British Commonwealth and Weimar Republic) as the Empire of Wilkia becomes more aggressive.
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* BackFromTheBrink: Each game begins with the player's nation facing overwhelming enemy forces and on the verge of defeat. In ''Warship Gunner 2'', they're exiles fleeing a coup d'etat.
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* BackFromTheBrink: Each game begins with the player's nation faction facing overwhelming enemy forces and on the verge of defeat. In ''Warship Gunner 2'', they're exiles fleeing a coup d'etat.
* {{BFG}}: Pretty much everything is huge by human standards, but there are monstrously big guns even by ship standards.
** The largest naval guns historically mounted (the 40.6cm/16 inch and 46cm/18.1 inch) and the ones for the Yamato's planned successor (51cm/20.1 inch) are [[UpToEleven middle of the pack]] as far as conventional artillery sizes go, and even the largest gun ever used in combat, the 80cm railway guns, play second fiddle to the massive 100cm/39 inch gun available.
** Railguns, plasma cannons and wave guns tend to be just as big or [[UpToEleven even bigger]] than their conventional artillery counterparts.
** Quite a few lasers take up a lot of deck space as well.
** The largest naval guns historically mounted (the 40.6cm/16 inch and 46cm/18.1 inch) and the ones for the Yamato's planned successor (51cm/20.1 inch) are [[UpToEleven middle of the pack]] as far as conventional artillery sizes go, and even the largest gun ever used in combat, the 80cm railway guns, play second fiddle to the massive 100cm/39 inch gun available.
** Railguns, plasma cannons and wave guns tend to be just as big or [[UpToEleven even bigger]] than their conventional artillery counterparts.
** Quite a few lasers take up a lot of deck space as well.
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** In a game with homing lasers, plasma cannons and railguns, a deck full of plain ol' mid-sized artillery manages to strike a happy medium between range, raw damage, ammo capacity and firing rate.
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** In a game with homing lasers, plasma cannons and railguns, a deck full of plain ol' mid-sized heavy artillery manages to strike a happy medium between range, raw damage, ammo capacity and firing rate. rate.
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* DeflectorShields: Available in anti-beam and anti-shell varieties (''Warship Gunner'' only has the former), though a unique late-game shield may provide protection against both.
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* DeflectorShields: Available in anti-beam (Electromagnetic) and anti-shell (Gravitational) varieties (''Warship Gunner'' only has the former), though a unique late-game shield may provide in ''Warship Gunner 2'' provides protection against both.
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* EnemyDetectingRadar: Radar range increases as you upgrade your ship. You'll need a separate sonar system to spot submarines.
* EscortMission: Feel like protecting a fleet against a larger and better-armed fleet with just one ship?
* EscortMission: Feel like protecting a fleet against a larger and better-armed fleet with just one ship?
to:
* EnemyDetectingRadar: Radar range increases as you upgrade your ship. You'll need is an upgradable auxiliary system and there's also a separate sonar system to spot submarines.
for spotting submarines. ''Commander'' and ''Warship Gunner 2'' has auxiliary systems that combine the two.
* EscortMission: Feel like protecting a lone ship or fleet against a larger and better-armed fleet with just one ship?
* EscortMission: Feel like protecting a lone ship or fleet against a larger and better-armed fleet with just one ship?
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* TheFederation: The Freedom Forces from the first and third game, and Nivisha from the second.
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* TheFederation: The Freedom Forces from FixedForwardFacingWeapon: Some weapons are too big to be turret mounted and are fixed in position on the first and third game, and Nivisha from the second.deck.
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* FrickinLaserBeams: In Homing Laser and ReflectingLaser varieties, among others.
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* FrickinLaserBeams: In Homing Laser HomingLaser and ReflectingLaser varieties, among others.
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* HeadsUpDisplay: A transparent short-range radar display takes up most of the screen, with speed, heading, and other information around it.
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* HeadsUpDisplay: A transparent short-range radar display takes up most of the screen, screen in the ''Warship Gunner'' games, with speed, heading, and other information around it.
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* HotSubOnSubAction: Submarines became playable in ''Warship Gunner 2'', with several covert missions requiring a submarine, quite a few of which have enemy submarines in them. Since submarines rely on torpedoes and missiles as their primary armaments and point defense weapons cannot be fired underwater, these engagements can be a difficult on a first run.
to:
* HotSubOnSubAction: Submarines became playable in ''Warship Gunner 2'', with several covert missions requiring a submarine, quite a few of which have enemy submarines in them. Since submarines rely on torpedoes and missiles as their primary armaments and point defense weapons cannot be fired underwater, these engagements can be a difficult on a first run.
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* MacrossMissileMassacre: A savvy designer can cram ''dozens'' of missile and rocket launchers onto a ship.
to:
* MacrossMissileMassacre: A savvy designer can cram ''dozens'' of missile and rocket launchers onto a ship. Combine with an autoloader and AEGIS system for best effect.
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* MagneticWeapons: Railguns are powerful, but tend to be fixed to the deck with limited firing arcs.
* MedKit: Using one forces you to stop for a while and prevents you from using your weapons, so it'd be a bad idea to use it in the middle of combat.
* MedKit: Using one forces you to stop for a while and prevents you from using your weapons, so it'd be a bad idea to use it in the middle of combat.
to:
* MagneticWeapons: Railguns are powerful, but tend to be [[FixedForwardFacingWeapon fixed to the deck with limited firing arcs.
arcs]].
* MedKit: Repair Kits are available in the ''Warship Gunner'' games. Using one forces you to stop for a while and prevents you from using your weapons, so it'd be a bad idea to use it in the middle of combat.
* MedKit: Repair Kits are available in the ''Warship Gunner'' games. Using one forces you to stop for a while and prevents you from using your weapons, so it'd be a bad idea to use it in the middle of combat.
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** High-end Auto Reload systems can turn your naval guns into machineguns. Yes, even the [[BFG 100cm guns]]!
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** High-end Auto Reload systems can turn your naval guns into machineguns. Yes, even the [[BFG [[{{BFG}} 100cm guns]]!
* PlasmaCannon: A weapon option, though it fires arcs of plasma rather than the more typically seen blobs.
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** Drillships, the only way for the player to [[RammingAlwaysWorks deal damage is by ramming the enemy]]. The Arahabaki boss is a superweapon-scale version.
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** Drillships, the only way for the player to [[RammingAlwaysWorks deal damage is by ramming the enemy]]. The Arahabaki boss is and its siblings are a superweapon-scale version.+
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* TypesOfNavalShips: The games are pretty serious about this. DD for destroyers, CA for cruisers, BB for battleships, CV for aircraft carriers, etc.
to:
* TypesOfNavalShips: The games are pretty serious about this. DD for destroyers, CA CA/CC for cruisers, BB for battleships, CV for aircraft carriers, etc.
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* VideogameCaringPotential: Rescuing enemy sailors after their ships are sunk increases the amount of points in the end of the mission.
to:
* VideogameCaringPotential: Rescuing enemy sailors after their ships are sunk increases the amount of points in the end of the mission. In ''Commander'', it also slightly repairs the ship.
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* WaveMotionGun: An unlockable that can be acquired by defeating any or all of the three "final" bosses. Yes, there are ''three of them.''
to:
* WaveMotionGun: An unlockable that The aptly named Wave Guns, which can be acquired by defeating any or all of clear the three "final" bosses. Yes, there are ''three better part of them.''a map with just one shot. The first time you'll see them is likely on the final boss, which also usually drops one for your use on the second playthrough.
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* PointDefenseless: Averted. You can shoot down enemy missiles and torpedoes, but they can shoot down yours as well. That said, even the best AA suite can be [[TruthInTelevision]]overwhelmed by enough aircraft and missiles/torpedoes.
to:
* PointDefenseless: Averted. You can shoot down enemy missiles and torpedoes, but they can shoot down yours as well. That said, even the best AA suite can be [[TruthInTelevision]]overwhelmed [[TruthInTelevision overwhelmed by enough aircraft and missiles/torpedoes.missiles/torpedoes]].
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* ArtificialStupidity: Anti-aircraft guns will fire at incoming missiles and enemy aircraft in intercept mode...... sucks to be your own aircraft returning from the same direction to land.
* BackFromTheBrink: Each game begins with the player's nation facing overwhelming enemy forces and on the verge of defeat. In ''Warship Gunner 2'', they're exiles fleeing a coup d'etat.
* BackFromTheBrink: Each game begins with the player's nation facing overwhelming enemy forces and on the verge of defeat. In ''Warship Gunner 2'', they're exiles fleeing a coup d'etat.
to:
* ArtificialStupidity: Anti-aircraft guns will fire at incoming missiles and enemy aircraft in intercept mode......mode... sucks to be your own aircraft returning from the same direction to land.
* BackFromTheBrink: Each game begins with the player's nation facing overwhelming enemy forces and on the verge of defeat. In ''Warship Gunner 2'', they're exiles fleeing a coup d'etat.
* BackFromTheBrink: Each game begins with the player's nation facing overwhelming enemy forces and on the verge of defeat. In ''Warship Gunner 2'', they're exiles fleeing a coup d'etat.
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* BlackBox: The superweapons in-game, at least in ''Warship Gunner 2''.
to:
* BlackBox: The superweapons in-game, in-universe, at least in ''Warship Gunner 2''.
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** The Chaff Grenade does no damage whatsoever to the enemy, by is very effective at decoying enemy antiship missiles.
to:
** The Chaff Grenade in ''Warship Gunner 2'' does no damage whatsoever to the enemy, by but is very effective at decoying enemy antiship missiles.
* CutscenePowerToTheMax: [[spoiler: The Druna Skass cuts an island in half with its Wave Gun in ''Warship Gunner 2''. In gameplay, both the Druna Skass and the player's Wave Guns won't affect the terrain at all.]]
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* DeflectorShields: Available in anti-beam and anti-shell varieties, though a unique late-game shield may provide protection against both.
to:
* DeflectorShields: Available in anti-beam and anti-shell varieties, varieties (''Warship Gunner'' only has the former), though a unique late-game shield may provide protection against both.
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** On a smallish scale, you can research and build advanced destroyers fairly early on in the first two games and then chop them up for parts that can't be obtained normally until much later. Like anti-sub missiles for you battleship that can't use depth charges.
to:
** On a smallish scale, you can research and build advanced destroyers fairly early on in the first two games and then chop them up for parts that can't be obtained normally until much later. Like anti-sub missiles for you your battleship that can't use depth charges.
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** The reward for sinking 100 transports in all the games is a double-hulled cruiser. In the first and third game, the mission right before the first boss requires you to sink as many transports as you can...
to:
** The reward for sinking 100 transports in all the games ''Warship Gunner'' is a double-hulled cruiser. In An early mission in the first and third game, the mission right before the first boss area requires you to sink as many transports as you can...
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* TheEmpire: The, well, Empire. Also, Virshia from the second game and Wilkia from the third.
to:
* TheEmpire: The, well, Empire. Also, Virshia from the second game and the Empire of Wilkia from the third.
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* ForWantOfANail: the requirements for getting on the XO routes in Warship Gunner 2:
** If you delay your escape to destroy all enemy ships in the first mission, you'll pick up Werner, whose ship is damaged by prolonged combat.
** In the second mission, if you want for Tsukuba's ship to catch up to you, instead of going ahead, he transfers to you instead of ramming into a blockading force.
** If you delay your escape to destroy all enemy ships in the first mission, you'll pick up Werner, whose ship is damaged by prolonged combat.
** In the second mission, if you want for Tsukuba's ship to catch up to you, instead of going ahead, he transfers to you instead of ramming into a blockading force.
to:
* ForWantOfANail: the The requirements for getting on the XO routes in Warship ''Warship Gunner 2:
2'':
** If you delay your escape to destroy all enemy ships in the first mission, you'll pick up Werner, whose ship is damaged by prolongedcombat.
combat. If you don't, he'll join the FF off-screen with his ship in better shape, so he doesn't become part of your crew.
** In the second mission, if youwant wait for Tsukuba's ship to catch up to you, instead of going ahead, you before withdrawing, he transfers to you instead of ramming into a blockading force.
** If you delay your escape to destroy all enemy ships in the first mission, you'll pick up Werner, whose ship is damaged by prolonged
** In the second mission, if you
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* GameplayAndStorySegregation: [[spoiler: The Druna Skass cut the island of Shikoku in half with its Wave Gun and it just can sink your ship as any enemy ship in the game.]]
* GatlingGood:
** Gatling miniguns are available.
** Along with the 8 and 16 inch Gatling guns for use on the larger ship hulls.
** [[MoreDakka Granted, I'd hardly call 57mm a "mini" gun]]...
* GoingDownWithTheShip: Amagi, the last time you fight him. [[spoiler: And Tsukuba, too, if you fight him.]]
* GatlingGood:
** Gatling miniguns are available.
** Along with the 8 and 16 inch Gatling guns for use on the larger ship hulls.
** [[MoreDakka Granted, I'd hardly call 57mm a "mini" gun]]...
* GoingDownWithTheShip: Amagi, the last time you fight him. [[spoiler: And Tsukuba, too, if you fight him.]]
to:
* GameplayAndStorySegregation: [[spoiler: The Druna Skass cut the island of Shikoku in half with its Wave Gun GatlingGood: CIWS and it just can sink your ship as any enemy ship in the game.]]
* GatlingGood:
** Gatling miniguns are available.
** Along with the 8 and 16 inchlarger caliber Gatling guns for use on are available, with the larger ship hulls.
** [[MoreDakka Granted, I'd hardly call 57mm a "mini" gun]]...
latter going all the way up to 406mm/16-inch.
* GoingDownWithTheShip: Amagi, the last time you fight him. [[spoiler: And Tsukuba, too, if youfight him.don't have him as your XO.]]
* GatlingGood:
** Gatling miniguns are available.
** Along with the 8 and 16 inch
** [[MoreDakka Granted, I'd hardly call 57mm a "mini" gun]]...
* GoingDownWithTheShip: Amagi, the last time you fight him. [[spoiler: And Tsukuba, too, if you
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* GuideDangIt: Some 'Treasure' drops from Warship Gunner 2 have rather arcane conditions. Others, on the other hand, are liable to be found accidentally.
to:
* GuideDangIt: Some 'Treasure' drops from Warship ''Warship Gunner 2 2'' have rather arcane conditions. Others, on the other hand, are liable to be found accidentally.
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* HeadsUpDisplay: A transparent short-range radar display takes up most of the screen, with speed, heading, and other information around it. A
to:
* HeadsUpDisplay: A transparent short-range radar display takes up most of the screen, with speed, heading, and other information around it. A
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* HotSubOnSubAction: submarines became playable in ''Warship Gunner 2'', with several covert missions requiring a submarine. It was inevitable that enemy submarines would appear in these missions. Since submarines rely on torpedoes and missiles as their primary armaments and point defense weapons cannot be fired underwater, these engagements can be a difficult on a first run.
to:
* HotSubOnSubAction: submarines Submarines became playable in ''Warship Gunner 2'', with several covert missions requiring a submarine. It was inevitable that submarine, quite a few of which have enemy submarines would appear in these missions.them. Since submarines rely on torpedoes and missiles as their primary armaments and point defense weapons cannot be fired underwater, these engagements can be a difficult on a first run.
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* JustifiedTutorial: The first few stages of ''Warship Gunner 2'' are a flashback to the player character's basic training, which he has after running for his life from maneuvers that turned deadly. Braun later runs him through commanding a submarine.
to:
* JustifiedTutorial: The first few stages of ''Warship Gunner 2'' are a flashback to the player character's basic training, which he has after running for his life from maneuvers that turned deadly. Braun later runs him through commanding a submarine.submarine, as his training didn't cover that.
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** And the Duck aircraft, which are highly durable and carry impressive weapon loads. To put this in perspective, a single Duck bomber has HP and damage capability equal to that of some cruisers. Duck aircraft also have ''vastly'' superior range to other types of aircraft, to the point that it's possible on some maps for an Aircraft Carrier loaded with them to win simply by giving the order to launch, then waiting until they destroy everything.
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** And the The Duck aircraft, which are highly durable and carry impressive weapon loads. To put this in perspective, a single Duck bomber has HP and damage capability equal to that of some cruisers. Duck aircraft also have ''vastly'' superior range to other types of aircraft, to the point that it's possible on some maps for an Aircraft Carrier loaded with them to win simply by giving the order to launch, then waiting until they destroy everything.
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* MediumAwareness: In ''Warship Gunner 2's'' special missions characters start commenting on the conventions of the game.
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* MediumAwareness: In ''Warship Gunner 2's'' special missions Special missions, characters start commenting on the conventions of the game.
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** The Auto Reload Gamma system in ''Warship Gunner 2'' turns your naval guns into machineguns. Yes, even the [[BFG 100cm guns]]!
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** The High-end Auto Reload Gamma system in ''Warship Gunner 2'' turns systems can turn your naval guns into machineguns. Yes, even the [[BFG 100cm guns]]! guns]]!
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* NoGearLevel: One mission on Werner's path in ''Warship Gunner 2'' has your ship start with no ammunition; you must capture an enemy supply depot to rearm. Of course, this can be averted if your vessel has the [[GameBreaker ammo assembler]] as an auxiliary system.
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* NoGearLevel: One mission on Werner's path in ''Warship Gunner 2'' has your ship start with no ammunition; you must capture an enemy supply depot to rearm. Of course, this can be averted if your vessel has the [[GameBreaker ammo assembler]] Ammo Assembler]] as an auxiliary system.
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* NuclearWeaponsTaboo: They're referred as "High-Explosive Missiles". To be fair, history has proven nukes to actually be worthless anti-ship weapons save for all but up close with an underwater explosion.
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* NuclearWeaponsTaboo: They're referred as "High-Explosive Missiles"."High Explosive". To be fair, history has proven nukes to actually be worthless anti-ship weapons save for all but up close with an underwater explosion.
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* SeaMine: Smaller ship classes can carry mine dispensers, though it's not easy to get the enemy to hit them. They come in nuclear flavors too. The player also has to navigate enemy minefields in several missions.
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* SeaMine: Smaller SeaMine:
** The player has to navigate enemy minefields in several missions in all the games. They can be destroyed with MG fire or anti-mine torpedoes.
** In ''Warship Gunner 2'', smaller ship classes can carry mine dispensers, though it's not easy to get the enemy to hit them. They come in nuclear flavors too. The player also has to navigate enemy minefields in several missions.
** The player has to navigate enemy minefields in several missions in all the games. They can be destroyed with MG fire or anti-mine torpedoes.
** In ''Warship Gunner 2'', smaller ship classes can carry mine dispensers, though it's not easy to get the enemy to hit them. They come in nuclear flavors too.
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** Commander takes this further by dividing the ship into Port, Starboard, Bow, and Stern sectors. If any one sector takes too much damage, the ship sinks.
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** Commander ''Commander'' takes this further by dividing the ship into Port, Starboard, Bow, and Stern sectors. If any one sector takes too much damage, the ship sinks.
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** ''Warship Gunner 2'' has multiple trees (one for torpedoes, one for engines, and so on) and research takes "turns" that pass as the player completes missions.
* ThisIsADrill: Drillships, the only way for the player to [[RammingAlwaysWorks deal damage is by ramming the enemy]]. Also the Drill Missile in ''Warship Gunner 2'', which has absurdly long range and can target all types of enemies (air, surface/land, and submarine) but inflicts pathetic damage-but disables the targets engines for about 30 seconds or so per missile, making them incredibly vulnerable to attack
* TimedMission: Every mission has a timer, but the time allotted is very generous.
* TypesOfNavalShips: The games are pretty serious about this. DD for destroyers, CC for cruisers, BB for battleships, CV for aircraft carriers, etc.
* UnderwaterBossBattle: One of the recurring bosses in the series is a giant ''submarine'', which you have to force to the surface with depth charges to fight.
* ThisIsADrill: Drillships, the only way for the player to [[RammingAlwaysWorks deal damage is by ramming the enemy]]. Also the Drill Missile in ''Warship Gunner 2'', which has absurdly long range and can target all types of enemies (air, surface/land, and submarine) but inflicts pathetic damage-but disables the targets engines for about 30 seconds or so per missile, making them incredibly vulnerable to attack
* TimedMission: Every mission has a timer, but the time allotted is very generous.
* TypesOfNavalShips: The games are pretty serious about this. DD for destroyers, CC for cruisers, BB for battleships, CV for aircraft carriers, etc.
* UnderwaterBossBattle: One of the recurring bosses in the series is a giant ''submarine'', which you have to force to the surface with depth charges to fight.
to:
** ''Warship Gunner 2'' has multiple trees (one for torpedoes, one for engines, and so on) and research takes "turns" that pass as the player completes missions.
missions. Also, some items require parts to be captured during missions before they're unlocked for research.
*ThisIsADrill: ThisIsADrill:
** Drillships, the only way for the player to [[RammingAlwaysWorks deal damage is by ramming the enemy]].Also the The Arahabaki boss is a superweapon-scale version.
** The Drill Missile in ''Warship Gunner 2'', which has absurdly long range and can target all types of enemies (air, surface/land, and submarine) but inflicts pathetic damage-but disables the targets engines for about 30 seconds or so per missile, making them incredibly vulnerable toattack
attack.
* TimedMission:Every mission has a timer, but the Some missions require you to kill specific targets before time allotted is very generous.
runs out or survive/protect friendlies for a certain amount of time.
* TypesOfNavalShips: The games are pretty serious about this. DD for destroyers,CC CA for cruisers, BB for battleships, CV for aircraft carriers, etc.
* UnderwaterBossBattle: One of the recurring bosses in the series is a giant''submarine'', ''submarine'' called Dreadnought, which you have to force to the surface with depth charges anti-submarine weapons to fight.fight with your regular weapons.
*
** Drillships, the only way for the player to [[RammingAlwaysWorks deal damage is by ramming the enemy]].
** The Drill Missile in ''Warship Gunner 2'', which has absurdly long range and can target all types of enemies (air, surface/land, and submarine) but inflicts pathetic damage-but disables the targets engines for about 30 seconds or so per missile, making them incredibly vulnerable to
* TimedMission:
* TypesOfNavalShips: The games are pretty serious about this. DD for destroyers,
* UnderwaterBossBattle: One of the recurring bosses in the series is a giant
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* ChainsawGood: There is a type of ship hull that can be unlocked called the Drillship Hull which, in addition to a colossal Anime/TengenToppaGurrenLagann-style drill bit mounted on the prow, ''has giant, colossal saw blades'' sticking out of the sides.
to:
* ChainsawGood: There is a type of ship hull that can be unlocked called the Drillship Hull which, in addition to a colossal Anime/TengenToppaGurrenLagann-style ''Anime/TengenToppaGurrenLagann''-style drill bit mounted on the prow, ''has giant, colossal saw blades'' sticking out of the sides.
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Changed line(s) 40 (click to see context) from:
* ChainsawGood: There is a type of ship hull that can be unlocked called the Drillship Hull which, in addition to a colossal {{Tengen Toppa Gurren Lagann}}-style drill bit mounted on the prow, ''has giant, colossal saw blades'' sticking out of the sides.
to:
* ChainsawGood: There is a type of ship hull that can be unlocked called the Drillship Hull which, in addition to a colossal {{Tengen Toppa Gurren Lagann}}-style Anime/TengenToppaGurrenLagann-style drill bit mounted on the prow, ''has giant, colossal saw blades'' sticking out of the sides.