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1* SugarWiki/AwesomeMusic: Aplenty in this series, for example [[https://www.youtube.com/watch?v=ldZg77Up86U the Wirbelwind's Theme from Commander]].
2* ComplacentGamingSyndrome: Once you have a reasonably fast battleship fitted with anti-sub missiles (and the usual battleship guns), there is little reason to use anything else.
3** The sequel replaces battleships with frigates as the go-to ship for general purpose use. [[LightningBruiser They can hold loads on par with that of early-to-mid-level battleships, has almost no limits to what weapons can be equipped, can carry ten auxilary equipments, and can go at speeds beyond the 64.6 knots if built and equipped right.]]
4* DemonicSpiders: Warship Gunner 2 has one each for the first playthrough and for NewGamePlus, both appearing about midway through.
5** In Enemy Layout 1, Norfolk class cruisers start appearing in fairly large groups, normally as part of mixed fleets but occasionally on their own. They physically resemble their namesake but with a wildly different loadout - namely, they carry powerful antiship missiles, which can and will overwhelm your defenses and wreck your ship, especially in conjunction with enemy plane spam clogging up your machine guns. If you haven't researched Chaff Grenades by the time you start running into them, they're going to ruin your day. Submarines aren't safe either, as Norfolks also carry guided anti-sub torpedoes.
6** NewGamePlus introduces the Allen M. Sumner class destroyer. Much like the Norfolks, they appear in swarms either mixed or monotype, and their weapon loadout is very unlike their real counterpart. These little monsters carry powerful particle beams whose shots are too fast to easily dodge and will do serious damage even against good electromagnetic shielding, and they show up in very large numbers. In the first mission they appear, 450, they spawn in nearly two dozen fleets of five each over the course of the mission, and pose a serious threat even to endgame-kitted vessels; they make regular appearances for most of the rest of the campaign.
7* SugarWiki/FunnyMoments: In ''Warship Gunner 2'', you get Special missions after beating the game once. In each one, everyone [[OnlySaneMan except]], [[NotSoAboveItAll perhaps]], [[OnlySaneMan the captain]], acts like they've just taken a [[MushroomSamba hit of something]]. Let's see, Tsukuba is now openly [[HoYay going after]] [[EvenTheGuysWantHim the captain]], and [[DirtyOldMan is quite obvious about it]]. He also calls your BridgeBunny [[MsFanservice Ms. Eye Candy]]. Werner, a fellow XO, is also [[HoYay going after]] [[OnlySaneMan the captain]], and he's revealed to have taken a liking to predicting the future with every kind of method known to man, including talking to his dearly departed Aunt Betty. Braun, a female scientist and another potential XO, is also in the race for the captain's attention, revealed to be an 80s movie buff and apparently weighs a lot more than she looks. Oh, and said BridgeBunny? She's a ManipulativeBitch now. And of course, you get to fight a dried squid. KOEI has a pretty weird sense of humor...
8** Some quotes:
9--->'''Schulz (The Captain)''':(after the below quote from Amaterasu) There goes the fourth wall... \
10
11'''Nagi''': [[StealthPun Are-A-Ham-A-Key]]? What kind of name is that?\
12'''Braun''': Maybe it's a [[IceCreamKoan kind of Zen thing]]. Like, is a ham a key?\
13'''Tsukuba''': No. A key is made of stronger meats, like salami! Prepare to lunch attack!
14
15--->'''Schulz''': (to Tsukuba during the escort mission) What kind of cruel twist of fate would make me end up with an old man like you?
16
17** This all discounts the [[BreakingTheFourthWall rest of it all]]. A showdown with Drillships sees all ''three'' of them reappearing. The Amaterasu ("Forgettable Middle Brother") even calls the crew out:
18
19--->'''Amaterasu''': Haven't you played the ''last'' Warship Gunner game?
20
21*** There's also the exchange between Schulz and Werner during the "mutiny/battle royal" mission...
22--->'''Werner''': Here I am! Come and get me! Hee hee!
23--->'''Schulz (playing along)''': "Oh, c'mere you!" Is that what you want me to say?
24--->'''Werner''': Aww, you're no fun Captain, don't make me go to the tabloids! "Read all about it: Captain's Groovy College Days! Afros, Aphrodisiacs, and Hermaphrodites!" Think of the scandal.
25--->'''Schulz''': [[BerserkButton MAIN GUNS TAKE AIM!]] [[MoreDakka Blast him until we're out of ammo!]]
26--->'''Nagi''': Aww, he didn't read what I wrote for him. Hehe, but it worked out anyway though!
27* GameBreaker: In Warship Gunner 2, a battleship with the Massive Wave Gun, a good Auto Reload System (alpha, or above), and the Ammo Assembler or sufficient Ammunition Depots is a Game Breaker for this reason — everything in the air or on the surface in your Massive Wave Gun's line of fire DIES. On Normal difficulty, this includes bosses. And it has the second longest range (by only a slim margin compared to the longest-ranged) in the game too!
28** An Auto Reload System increases the rate of fire, so it can be used for targeting groups at closer range and not just "sniping." Finally, the Ammo Assembler system grants infinite ammo for all of the ship's weapons, but comes later (destroy 999 superweapons) than Ammunition Depots which provide 20% max ammo increase for all weapons on the ship; without them the Massive Wave Gun has 5 shots before it needs reloading. Its weaknesses are all in design elements such as weight and size (the latter making the battleship superior to the battlecarrier, the only other compatible ship) but are practically marginal or already compensated for in a good battleship design.
29** Try the frigate from hell. It can hold 10 system slots (ammo assembler plus 9 more systems of your choice), has enough room to house ASROC, Anti-Air and High Explosive Missiles, as well as pulse lasers, AGS cannons, and a [[WaveMotionGun magnetic pulse gun]]. It has as much firepower as a battleship but comes with higher speed and maneuverability, making catching up to defense targets no problem. True, the Magnetic Pulse Gun isn't as strong as the massive wave gun, but hey, when you can spam those shots to full effect, it doesn't really matter in the long run.
30* GoddamnedBats: The Warship Gunner 2 PT boats, tiny little vessels that serve no purpose aside from swarming all over the place and bumping into you when you're trying to deal with other, larger ships. Much later on in the game, they start firing lasers and homing missiles, mount shields, and break weapon locks, effectively upgrading them to DemonicSpiders if you're not packing HP-boosting auxiliary systems and good EM shielding. Even "better", they sometimes have high-level jamming and EM shielding of their own, meaning you can't use homing weapons and lasers on them. They're also small enough that they can effectively hide between wave crests, especially in bad weather, and on higher difficulties can facetank direct hits from unrealistically large battleship main batteries.
31** Enemy planes in Warship Gunner 2. Planes in general do far less damage than in the other games in the series, but unlike yours, the enemy can spawn them infinitely as long as their carriers and airfields remain intact. They can cause fires and sink you if you let them, but by far their biggest danger is that they tend to occupy the attention of your intercept weapons, leaving you wide open for the far more dangerous missile-armed enemy ships and submarines. This becomes a much larger problem when fast jets become commonplace, as your machine guns and high-angle guns can rarely kill them to begin with, meaning the swarm buzzing overhead distracting your intercept weapons and consuming ammo just keeps growing until you blow up whatever is launching them and they run out of gas. Mercifully, they also provide an infinite source of ammunition, with every downed plane having a chance of dropping a single-weapon ammunition crate. The counterplay is bringing surface-to-air missiles, particularly RAM, and occasionally popping into intercept mode for a few seconds to thin the horde, or having a battlecarrier and a full complement of interceptors.
32** Thames-class submarines, which start appearing in fairly large numbers midway through the first Warship Gunner 2 playthrough, are not particularly dangerous, though they do carry anti-ship missiles. However, they do have the same anti-mine torpedoes your submarines have access to - which are capable of and the AI does use for intercepting incoming torpedoes and missiles, including ones not directed at them, with an area-of-effect capable of handling an entire volley of weapons. This makes them much more difficult to kill than you'd expect, requiring side shots or staggered attacks to send them on their last dive, and lets them occasionally wipe out entire missile salvos directed at fleets behind them.
33* NightmareFuel:
34** The Trollsegur. It's disabled and the crew surrenders... then it suddenly glows and starts fighting on its own.
35** [[spoiler: Ragnarök's orbs of destruction. Those things are faster than 64.6 knots and, when they're fired, they emit a very weird sound and start to pursue you. The only way to escape is if you have thrusters or enigmatechs.]]
36** The Hell Atsche might count too. [[NightmareRetardant Or you could just travel in reverse.]]
37* ScrappyMechanic: In the first game, you have to physically retreat from the map after completing the mission, possibly while under fire from an entire fleet. Every subsequent game allowed you to just choose a "Return" option from the menu. Also, point defense weapons did not fire automatically; you have to engage intercept mode, which prevents you from using offensive weapons.
38* ShipToShipCombat: Well, it's about warships destroying each other, but the Escort Special Mission in ''Warship Gunner 2'' is a special case of this. Seemingly mocking the forum wars common in the game's contemporary era of 2006, the three XOs first try to win over the Captain with dates (hence "Escorting" him) and then following that, break out fleets of ships of their own to try and fight over Schulz.
39* TearJerker: If Tsukuba doesn't become your XO, [[spoiler:you have to fight him later in the game. It's pretty sad to sink his ship, since he [[GoingDownWithTheShip refuses to abandon it]].]]

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