Navy Combat
Navy Combat is a naval gunnery game about angles, patience and damage control. Shells travel for real seconds before they land, armour actually deflects them, and flooding will sink you long after the shooting stops. This guide covers everything from the controls to the maths behind a citadel hit.
| Input | Action |
|---|---|
| W / S | Increase / decrease engine telegraph |
| A / D | Rudder to port / starboard |
| Mouse | Aim the main battery — turrets traverse toward the reticle |
| Left click | Fire a salvo |
| X | Swap ammunition between AP and HE |
| Space | Launch torpedoes |
| Q / E | Dive / surface (submarines) |
| C | Toggle periscope depth |
| F | Scramble defensive fighters (carriers) |
| V | Take or leave the stick of a strike aircraft |
| T | Torpedo tracking camera |
| R | Damage control (repair) |
| 1–6 | Smoke · Repair · Speed boost · Star shell · Radar · Recon plane |
| Shift / wheel | Optical zoom for long-range gunnery |
| P | Photo mode (freeze the battle, free camera) |
| M / Esc | Ship menu / pause |
Touch controls are available on phones and tablets: a virtual stick for the helm, tap to aim and fire, and on-screen buttons for consumables.
Shells are simulated as real projectiles with gravity and quadratic air drag. A 406 mm round leaves the muzzle at roughly 800 m/s and can be in the air for the better part of a minute on a long lob, so at range you are not shooting at a ship — you are shooting at where it will be. The lead indicator helps, but a target that changes speed or heading mid-flight will make you miss.
Every salvo is spread by a dispersion cone. Bigger guns are generally tighter in relative terms, and weather widens the cone for everyone: a storm makes long-range shooting genuinely unreliable.
Where you hit matters more than how often. Each hull carries separate armour values for its belt, deck, bow, stern, turrets, superstructure and citadel, and the shell resolves against whichever it actually struck.
High-explosive shells do not need to penetrate. They do partial damage anywhere, start fires and wreck exposed modules — the answer to a target you cannot punch through.
Hit points are only half the story. Fires burn hit points down over time and can be started by any HE hit. Flooding accumulates from torpedo hits, underwater shell hits and collisions, and it worsens on its own until it is pumped out — a heavily flooded ship visibly heels toward the damaged side and loses most of its top speed. Damage control repairs both, but it has a cooldown, so spending it on a small fire and then taking a torpedo is a classic way to lose a ship.
Individual modules can be knocked out: a wrecked engine cuts your speed, a jammed steering gear locks the rudder hard over and sends you in circles, a destroyed turret stops firing, and a hit fire-control system spoils your accuracy.
Torpedoes are slow and deliberately dodgeable — they are an area-denial weapon, not a sniper rifle. Launch them where a ship is going to be, not where it is. They arm only after running a set distance, so a point-blank launch does nothing. Against a turning battleship they are devastating; against an alert destroyer they are mostly a way to make it turn.
Submarines run at three depths: surfaced, periscope and deep. Only at periscope depth or above can you use the periscope and fire. Submerged, gunfire passes harmlessly over you — but you are slower, and running deep drains a battery that only recharges near the surface. A flat battery forces you up.
Surface warships hunt you with sonar and depth charges. Charges are telegraphed: they splash in, sink for a few seconds and then detonate, so a boat that keeps moving and changes depth can slip them. Depth is genuinely simulated — a charge that goes off at the wrong depth does little.
Carriers fight at arm's length. You launch a strike package and it flies out and attacks on its own, or you take the stick of one aircraft yourself and fly the attack run. Loadouts matter: a torpedo strike against a turning cruiser is wasted, while level bombers are useless against a destroyer that will not sit still. Keep some aircraft back as defensive fighters, because a carrier that has spent its whole air group and gets found by a destroyer is finished.
Once you have the basics, the tactics page covers the things that actually decide fights — angling, ammunition choice, lead prediction and when to spend damage control. The game modes page explains all sixteen mission types.