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MG Store Warship Wars Warship skill energy accumulation

Source:MIRACLE GAMES Release Time:2021-04-08 11:31:44 Views:1012

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Every ship equipped with a captain can use unique skills, and the use condition of unique skills is full of energy, which is well known. However, we need to study and learn how to make your ship accumulate energy fastest and preemptively. So far, there are five factors that affect the speed of energy accumulation, which are attack power, critical hit, firing rate, position, and damage of ship components. Next, I will explain to you.



Effective attack 10 times, you can activate skills. When the energy accumulation reaches 1000 points, it will release the unique skill of warship.Normal attack increases energy by 100 points at a time and critical hit by 200 points at a time.Destroying the enemy's parts increases the energy by 200 points (command tower, radar, etc.), and sinking the enemy's warships increases the most. The specific data can't be calculated. The general attack has a critical attack, and destroying the enemy's parts increases the energy by 400 points. As for the damage in the current version, the one with high critical hit frequency can quickly release skills.


AttackMost players know that the attack power affects the speed of energy accumulation. The higher the attack power is, the faster the energy accumulation speed is. Under the same conditions, if your alliance attack technology and research institute technology are higher than each other, you can basically achieve faster energy accumulation and give priority to the release of skills. However, the impact of attack power on the speed of energy accumulation is very limited. Generally, the difference between 20000 and 30000 attacks is very small. If you want to take a shortcut in the direction of energy accumulation and spend a lot of resources to increase the attack power, you are actually taking a detour. There are many ways to improve the attack power, and I won't talk more about it here. You can study it yourself.


Critical hitCritical hit has the most obvious effect on energy accumulation. Once a critical hit occurs, you will get double energy bonus. If every attack is critical, you only need 5 attacks to release your unique skill. However, the high critical hit generals often lack accuracy. Once miss occurs, they will lose the energy value of hitting the target. Therefore, the best way to improve the energy accumulation speed is to improve the critical hit and accuracy at the same time. The current versions of high critical strike generals are Yamamoto, Nimitz, Eisenhower, Cunningham and Churchill. When using these generals, they must increase their hit rate (upgrade Alliance Technology, use A-level observation crew, light up the hit ship guide, etc.) to achieve the fastest effect. Currently, the ways to improve critical strike include Alliance Technology, critical strike seafarers, critical strike generals, and high critical strike time limited ships.


Fire rate: the speed of fire can be said to be a major factor affecting the energy accumulation speed. However, this element can only be improved by improving your ship star level and using better warships. The higher the star level of the ship, there will be higher shooting speed in general. At present, the highest speed of fire is Montana and H41, and the two warships have a shooting speed of 28 and the second is H39 with a firing speed of 27. Under the same other conditions, the faster the shooting speed and the faster the energy accumulation, the more important strategic forehand can be obtained by using the high-speed warship and the captain of the high-speed strike.


Position: for the same ship and captain, when other factors are similar, the position most affects the speed of energy accumulation. The position determines the firing order of the warship.

The existing lineup is a five ship lineup, which is divided into positions one to five. The firing order is five, four, three, two and one.

Position 1 is the flagship. If it is sunk by the enemy, it will reduce its damage by 50%.


Position 2 is the bodyguard position, which can not only bear the damage, but also effectively attack the enemy. If position 2 is sunk, the opponent's general attack on position 2 can directly attack his own flagship.

Position 3 is the protection position. The weakest ship can be put in this position.

Position 4 is second to position 5, which can release skills quickly.

Position 5, first position. The first firing position. At the beginning of the battle, the first gun was fired at position 5, and the second gun was fired at position 4.

Therefore, it is the first place to develop skills. Generally, h39 or Musashi and other field control ships are placed.

Firing sequence: position 5 is faster than position 4, faster than position 3, faster than position 2, faster than position 1. Among them, the firing time of No. 5 and No. 4 is very close, almost negligible, the firing time of No. 2 and No. 3 is very close, almost negligible, and No. 1 is the slowest. If you want your warship to accumulate energy faster, put it in position 4 or 5.


Component damage: component damage does not increase the speed of energy accumulation, but reduces it. If a ship's component is damaged in battle, it will directly lose about 10% of its energy value. Even if the current energy accumulation is full, component damage will make the energy bar drop and become a non releasable skill state. If you don't want your energy to accumulate quickly, and the result is a sudden drop in energy, you should quickly upgrade your ship's component level. Of course, it's best to upgrade the command tower level first, because after the command tower is damaged, you can't release skills even if the energy bar is full.


Supplementary note:maybe many manual players find that they can release their skills when the energy bar is not on. In fact, this is because of the judgment mechanism of the system. At the moment when your ship fires a shell, the system will determine whether your ship has hit the enemy. If the system determines that you have hit, you will directly obtain the energy value of this hit. You don't have to wait until the energy bar lights up after the shell hits to release skills. However, when the ability is released automatically, the system will release the full energy ship skill when the shell hits. That's why when you are in the skill animation, it is clear that your skill energy bar is full and on, but the player with auto on will find that the skill release button has not been pressed down and will be on until the skill release of other ships is over. However, if the auto mode is on, you can still press the leader's Avatar manually to activate the skill release in advance. In other words, manual players always have faster skills when attacking than when defending passively.


Conclusion: at present, there are only these factors that affect energy accumulation. If you know any other factors that affect the speed of energy accumulation, please give a supplement. Under the current version, the fastest combination of energy accumulation is: Montana + Eisenhower or Nimitz + position 5 + no part damage + manual skill. There are also very fast energy accumulation speed: Yamato or Musashi + Yamamoto + position 4 or position 5 + no midway damage. H41 + Doenitz + position 4 or position 5 + no damage on the way. Vanguard + Cunningham + position 4 or position 5 + no damage on the way. H39 + high rank Raeder + position 4 or position 5 + no damage on the way, etc. How to use it depends on the overall consideration of the formation and so on. It is not necessary to pursue the highest skill sequence.


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