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Secondary Armament

Secondary Armament

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Icon_modernization_PCM005_SecondaryGun_Mod_I.png

A ship's secondary armament or "secondaries" is composed of all anti-surface capable guns other than the main (primary) batteries. This may include weapons of several calibers and capabilities. Secondaries are organized by common characteristics into "secondary batteries" that nominally share fire control subsystems.[1]

Significant secondary batteries are commonly found on battleships, aircraft carriers, most cruisers, and a few destroyers. On higher-tier ships, some secondaries become "dual purpose" and contribute to anti-aircraft defense.

Game Mechanics

In World of Warships, secondary battery guns are not controlled by the player. Instead, they fire automatically at enemy ships within range. This has a number of effects:

  • they are modeled somewhat abstractly, downplaying differences with the notable exceptions of caliber and rate of fire;
  • while the secondary batteries of a ship may include guns of different caliber etc., they all share the same range for the sake of simplicity;
  • they are not as effective as might be real secondaries, with short range and low accuracy;
  • anti-ship batteries fire only High Explosive shells;[2]

Although there are more of them with a higher rate of fire (in most cases) than main battery guns, secondary guns target and fire independently (unlike AA batteries that are grouped into auras). When they come into action, secondary turrets on the ship model rotate toward their targets and the guns fire.

Modules that represent secondary turrets and gun mounts can be destroyed by enemy fire and no longer contribute to the ship's defense.

Targeting

Secondary mounts target individually, by default each firing at the enemy that is closest to it within its field of fire. In this way, more than one target can be engaged by a ship's secondary armament.

The preferred secondary target.

Manual Target Selection

The gunnery officer may select one enemy to fire at in preference to others. Hold down the <ctrl> key and select the enemy ship with the left mouse button (LMB).[3] When the preferred target is selected, a small icon (illustrated nearby) appears above the ship icon. Only one target can be manually selected. When a preferred target is selected, secondary guns that can bear will fire at the selected target in preference to all others. Secondary guns that cannot bear on the selected target fire at the closest target upon which they can bear. Designating such a target provides no bonuses of any type.

The commander skill Improved Secondary Battery Aiming functions in a similar fashion. However, it does increase the accuracy of guns that can bear on the selected target by 35%. See below for details.

First Shot

Each secondary mount is considered to be unloaded when an enemy is first encountered. When a target comes within range and field of fire of that mount, the gun(s) begin to load. Thus the first shot from a gun is delayed by the reload time. Thereafter, reloads occur automatically at the rate of the gun type.

Secondary Base Accuracy

Data mining[4] has produced a chart of accuracy groups. Each ship may have different types of secondary guns so may participate in different groups. These findings are preliminary and subject to change.

Secondary_accuracy_groups_prelim.png
See below for an explanation on each category.

Standard

FORMULA: { [ (Range in km) x 57 ] + 30 } Includes most secondaries in the game barring the ones listed below.

Soviet 130mm BL109A

FORMULA: { [ (Range in km) x 49 ] + 30 } The secondaries on the tier X Soviet battleships and cruisers have slightly reduced dispersion. This includes Moskva, Petropavlovsk, Stalingrad, Kremlin, and Slava.

German Battleships

FORMULA: { [ (Range in km) x 45 ] + 30 } German battleships received a buff with the commander skill rework. It includes the following ships:

  • German tech tree battleships at tier VII+
  • The premiums Prinz Eitel Friedrich, Scharnhorst, Scharnhorst B, Tirpitz, Tirpitz B, Odin. and Pommern.

Accurate

FORMULA: { [ (Range in km) x 33 ] + 30 } Long associated with Massachusetts, this dispersion type has existed for a while and is present on a long list of ships.

  • German tech tree aircraft carriers.
  • The premium & reward ships: Oklahoma, Massachusetts, Massachusetts B, Georgia, Ohio, Agincourt, and Max Immelmann.
  • The casemate mounts (only!) of Iron Duke, Warspite, Mutsu, Nagato, Ashitaka, Hyuga, Amagi, Kii, Ignis Purgatio, and Ragnarok.

Exceptions

There are a handful of exceptions out there. In increasing order of accuracy they are:

  • FORMULA: { [ (Range in km) x 27 ] + 30 } - Wichita's and Florida's 127mm/38 Mod 30 mounts specifically, not any of the others.
  • FORMULA: { [ (Range in km) x 12 ] + 30 } - Pensacola
  • FORMULA: { [ (Range in km) x 8.4 ] + 48 } - Graf Zeppelin & Arkansas Beta. Note this is the same horizontal dispersion calculation for "battlecruiser" main battery guns, like Graf Spee, Thunderer, and Georgia.

Improving Performance

There are three ways to increase the effectiveness and accuracy of a ship's secondary guns: commander skills, signal flags, and upgrades.

The effects of these improvements are additive. For example: combining the use of the Manual Fire Control for Secondary Armament skill (-35%) with the effect of the Secondary Battery Modification 1 (Extends firing range and increases firing accuracy of the secondary battery: +20% secondary battery firing range. / -20% secondary battery dispersion.) upgrade (-20%) with a Mike Yankee Soxisix +5% to secondary battery maximum firing range. / -5% to maximum dispersion of secondary battery shells. / -5% to secondary battery loading time. signal (-5%) reduces the dispersion of secondary battery shells by 60%.

Commander Skills

Several commander skills improve the performance of a ship's secondary armament:

  • Pyrotechnician (1 or 2 skill points) increases the fire chance of HE shells by 1%.
  • Adrenaline Rush (2 or 3 skill points) speeds the reload time as a ship takes more damage.
  • Inertia Fuse for HE Shells (2, 3, or 4 skill points) increases the armor penetration of High Explosive shells at the expense of fire chance. It increases the effectiveness of some secondary guns against some targets.
  • The battleship skill Long-Range Secondary Battery Shells (3 skill points) adds 20% to the range of secondary guns.
  • The battleship skill Improved Secondary Battery Aiming (4 skill points) A ship under a commander with this skill will fire its secondary armament at all targets in range as normal. However, if a target is manually selected, the dispersion of secondary guns that fire at it is tightened by 35%.
  • The cruiser skill Top Grade Gunner (4 skill points) increases the reload speed of secondary guns by 10%.
  • The aircraft carrier skill Secondary Armament Expert (2 skill points) improves the reload speed of secondary guns by 10%.
  • The aircraft carrier skill Close Quarters Expert (4 skill points) increases the range of secondary guns by 20% and tightens dispersion by 30%.

Signal Flags

There are three signal flags that improve secondary performance.

  1. Mike Yankee Soxisix (+5% to secondary battery maximum firing range. / -5% to maximum dispersion of secondary battery shells. / -5% to secondary battery loading time.) adds 5% to a ship's secondary battery range, and decreases the dispersion and reload time by -5%.
  2. Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) adds a +1% chance of causing a fire for shells with a caliber above 160mm, and a +0.5% chance of causing a fire for shells with a caliber below 160mm. Most secondary guns are 155mm and below, so the majority will see a .5% increase in fire chance.
  3. India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.) also adds a +1% chance of causing a fire for shells with a caliber above 160mm, and a +0.5% chance of causing a fire for shells with a caliber below 160mm. However, this comes at a price, adding a +5% chance to the risk of the ship's magazine detonating.

Upgrades

These upgrades improve your secondary batteries:


Notes

  1. Fire control across multiple mounts is not modeled in World of Warships.
  2. Update 0.7.11
  3. Secondary target selection can be tricky at first. To make it more sure, with the Alternate Interface Mode on the Settings.Controls panel set to Full (highly recommended) <ctrl-left click> on the red damage bar just above the range number.
  4. Data Mining primarily by AprilWhiteMouse in spring 2021. forum thread
  5. 5.0 5.1 5.2 Because they share an upgrade slot, Aiming Systems Modification 1, Artillery Plotting Room Modification 1, and Secondary Battery Modification 2 are mutually exclusive.
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