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Gunboat
80
A small ship heavily armed with artillery.

Build Original Ship
-
Base Performance
240
25
0
235
13
6
17
Ship Hold info
15/40
24
141
Sailing Requirements
10
-
17
Studding Sail: 2, Broadside: 3
Special Equipment: 1, Bow Turret: 1
Extra Armouring: 2, Stern Turret: 0
1. Cedar
104%
104%
94%
249
26
220
- Cypress.
Most commonly used and easy to process.
It has a very fine grain and is yellow.
2. Red Pine
102%
102%
97%
244
25
227
- Red Pine.
Most popularly used lumber.
Its grain is straight.
Its grain has nice straight lines.
3. Beech
100%
100%
100%
240
25
235
- Buna.
Strong and durable.
It has a very fine grain and has a nice appearance.
4. Elm
98%
98%
105%
235
24
246
- Elm.
Easy to process and strong.
Light brown with clearly defined grain lines.
5. Teak
105%
105%
110%
252
26
258
- A strong lumber with good Durability.
It has a yellowish brown colour.
6. Oak
99%
99%
125%
237
24
293
- A solid wood strong against impact.
It occasionally has a white, mottled marking.
7. Mahogany
103%
103%
120%
247
25
282
- Lumber that is stable and hard to break.
It has a fine grain and has a golden glimmer.
8. Copper-coated
96%
96%
135%
230
24
317
- The outer layer is coated with copper.
It's potential for processing is unmatched.
9. Rosewood
101%
101%
130%
242
25
305
- Rosewood.
A strong wood with good Durability, but expensive.
10. Iron-plated
95%
95%
140%
228
23
329
- The outer layer is coated with iron.
Very strong but heavy.
11. For Spanish military use
96%
96%
141%
230
24
331
- Material used by the Spanish military.
Better than average iron plating.
12. For Portuguese military use
96%
96%
141%
230
24
331
- Material used by the Portuguese military.
Better than average iron plating.
13. For Venetian military use
96%
96%
141%
230
24
331
- Material used by the Venetian military.
Better than average iron plating.
14. For French military use
96%
96%
141%
230
24
331
- Material used by the French military.
Better than average iron plating.
15. For Dutch military use
96%
96%
141%
230
24
331
- Material used by the Dutch military.
Better than average iron plating.
16. For English military use
96%
96%
141%
230
24
331
- Material used by the English military.
Better than average iron plating.
17. For Ottoman military use
96%
96%
141%
230
24
331
- Material used by the Ottoman military.
Better than average iron plating.
18. Festive Wood Materials
105%
105%
110%
252
26
258
- Ship material of a special color created especially for festivals.
19. Festive Metal Materials
95%
95%
140%
228
23
329
- Ship material of a special color created especially for festivals.
Special Shipbuilding
No. of Improvements 6 + 1
Req. Building Days 4
Perform special shipbuilding. Build new ship or select ship to improve
Select Hull to use. Select Ship type to build.
It may required Development and Investment.
Range 153 ~ 256
Effective Range 164 ~ 247
Volume 205 (Cabin40 + Cannon Chambers24 + Hold141)
Changing Ship's Capacity. Capacity for Hold(Suppies, Trade Goods), Chambers, and Cannon Chambers will be affected.
Increasing capacity will allow you to carry more cargo, but turning speed will decrease.
Also, water resistance will increase, affecting Ship Speed.
- 75%
- 76%
- 77%
- 78%
- 79%
- 80%
- 81%
- 82%
- 83%
- 84%
- 85%
- 86%
- 87%
- 88%
- 89%
- 90%
- 91%
- 92%
- 93%
- 94%
- 95%
- 96%
- 97%
- 98%
- 99%
- 100%
- 14
- 14
- 14
- 14
- 14
- 14
- 14
- 14
- 14
- 14
- 14
- 13
- 13
- 13
- 13
- 13
- 13
- 13
- 13
- 13
- 13
- 13
- 13
- 13
- 13
- 13
- 100%
- 101%
- 102%
- 103%
- 104%
- 105%
- 106%
- 107%
- 108%
- 109%
- 110%
- 111%
- 112%
- 113%
- 114%
- 115%
- 116%
- 117%
- 118%
- 119%
- 120%
- 121%
- 122%
- 123%
- 124%
- 125%
- 13
- 13
- 12
- 12
- 12
- 12
- 12
- 12
- 12
- 12
- 12
- 12
- 12
- 12
- 12
- 12
- 12
- 12
- 11
- 11
- 11
- 11
- 11
- 11
- 11
- 11
Refitting
Refit Ship
Cabin: (50% or 120%) ~ 150% = 20 ~ 60
Cannon Chambers: 50% ~ 150% = 12 ~ 36
Hold: Volume - Cabin - Cannon Chambers = Hold
Range 256 - 20 - 12 = 224
Effective Range 247 - 20 - 12 = 215
Sailors required 15 + Cannon(16) * 3 > 63
Build original ship. Add Optional Skills to Inventory Ships.
It may required investment.
(Adventure Lv + Trade Lv + Battle Lv + Req. Building Days) * 8.5 / (Rank +1)
4 Rank: (10 + 0 + 17 + 4) * 8.5 / (4 + 1) = 52
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 131
- 87
- 65
- 52
- 43
- 37
- 32
- 29
- 26
- 23
- 21
- 20
- 18
- 17
- 16
View All Comments

[Purification FleetA]">
[Purification FleetA]12-27-2013
[This comment has been deleted by a moderator of this site.]

Lewis
01-22-2014
the chambers are 3 now instead of 2, can someone confirm?

[Purification FleetA]">
[Purification FleetA]01-22-2014
[This comment has been deleted by a moderator of this site.]

Sonia
01-23-2014
That is all because of Koei's fault. They implemented a Memorial Battle Sloop with 3 slots by mistake.
Many school-graduated players complained as they have disadvantage in ESF.
So Koei decided to increase the cannon chamber of some light ships from 2 to 3.

Li Yue
01-23-2014
the gunboats upping to 3 slots predates the memorial battle sloop by a long ways. It was late being implemented on GAMA, but we if you paid attention to this site, we knew the gunboats and bombardas would be 3 slot boats many months before it happened.
BLUE06-12-2014
ok how come I fitted this with parts for IGP n got training bomb
FB_Yeestar06-13-2014
did u forget Modified Light Gun Port ?
Wystein06-13-2014
Another thought is the order you put the parts on. Both skills use the munition chamber. And the training bomb only needs the munition chamber so if you put your parts on like this - improved light gunport, munitions chamber, admirals cabin you match the parts order for the training bomb. IE gunport(any), munitions chamber, other part(any) but not the parts order for the IGP which requires the admirals cabin to be slotted in before the munitions chamber.
FB_Yeestar06-13-2014
the point here is not so much the order, that sorts itself out when u add the parts. It is the fact that u cant do IGP with general small gun port...u need Modified Light Gun Port...
BLUE06-13-2014
No I used all the correct parts I checked 3 times before I left bank

Junchul
06-13-2014
hmmmm sounds like a bug ... idk , u should try and ask a GM , maybe they can tell exactly what part u used and why u didnt get the skill u wanted , if u lucky then i guess they would give u a new ship ....
MarcoS06-13-2014
sounds like you may have added general small gun port or aide's cabin instead. Either way training bomb is a great skill in ESF light round. most players will carry enough ammo to last 30mins-1hour which is enough for training bomb to instakill any light ship enemy in melee.

[Purification FleetA]">
[Purification FleetA]06-13-2014
[This comment has been deleted by a moderator of this site.]
ReaD06-13-2014
left the bank? not while building/upgrading ship? ok...
MarcoS06-13-2014
no, i too carry way too much ammo really, and i've been killed before by training bomb. I use g3 ARG with max crew, great for killing gunboats in 1 melee round, but there's a few times in the past where i come accross a guy with training bomb and i was sunk by it, sure they sailed off with an evil grin too.

[Purification FleetA]">
[Purification FleetA]06-13-2014
[This comment has been deleted by a moderator of this site.]
A.Marshall06-13-2014
is panel gona increase anything good or paneling not necessary
FB_Yeestar06-13-2014
BLUE im not implying u did somtn wrong..im just saying from personal experience..when I mod ships i tend to get worked up..and i have added wrong parts on occasion, simply because i had the parts in inventory and they resemble the correct parts, there are loads of parts that look exactly like Admirals cabin and munitions chambers...say u had Special Ship Hold, for use on the next mod...\o/ been there done that!
ensign12-05-2014
uwotools say this ship gets another +2 armour going from G1 to G2 but it is only +1, not a big deal but if you are planning to max armour (which is hella easy for small ships with 7/7) and mod before you fuse you should take this into account - or just fuse before you mod to be sure...

[Purification FleetA]">
[Purification FleetA]04-25-2015
[This comment has been deleted by a moderator of this site.]

[Purification FleetA]">
[Purification FleetA]05-01-2015
[This comment has been deleted by a moderator of this site.]
Pig Benis06-01-2016
Sup guys, I own this ship and I want your advicer for the last improvement. I already maxed sails, durability, cannon chambers, what shoul I rise with the final improvement? Turning is already high, I don't know if I must increase W.R. or crew...
I'm mainly melee but I'm working on my cannon skill right now, I want to take part on the next ESF, what do you suggest? I plan to put two of the same item to get double increase rate, but which I should rise? armor? wr? crew?
Battousai06-02-2016
Crew/armour.
Nour06-15-2016
I would say Crew and Cannon, and add an original ship skill for bullet-proof armoring, that way, all 3 parts of your gunboat are increased, and so you can dive into both parts of sea battle without too much of a problem. You will need R5 Arms+Management skill of course in order to reap the benefit of the ship skill.
Trollo07-21-2016
Any advice on this plz?
Is direc hit prevention a "must have" skill for this ship or it depends on your game style?
Normaly, how many skill this ship can have? 3?
I plant to put training bomb, DHP, IGP and then inherit, through ship fusion, armor deterioration bullet but do I also need to increase ship skill slot with ship fusion?
I like armor deterioration bullet skill also I have nina with enhanced flame shot and I like that play style.
Curious07-21-2016
The four skills you see underneath the ship image are the "Optional Skills" that are available on the Gun Boat. All ships can only have a maximum of 2 Optional Skills. However, there is a fusion bonus that allows you to add an extra Optional Skill so you'd want to take this ship to G3, since you want to also inherit a skill. (You get fusion bonuses at G1, G3, and G6. It's not recommended you go as high as G6 unless you want to pay a hefty sum). Keep in mind also that along with 2 Optional Skills, your ship can also have 1 Original Skill and 1 Inherited Skill. Those three categories are all separate.
Does DHP's effectiveness depend on your playstyle? In a way, yes. If you are super good at not letting ships get in front of your ship and shooting directly at the bow of your ship, you don't really need it. If you aren't, you might want to consider getting it.
BIakeC07-21-2016
1. It's semi-useful if you like to melee and/or pirate so you wont get a crit trying to capture your prey, but otherwise, considering direct hit prevention uses an active skill slot, I don't find it too useful outside those areas. And for a low crew count like the gunboat (even in ESF), I don't recommended it.
2. ALL ships are allowed two ships skills through modding plus one original Ship skill added with 1 to 3 [depending on the skill] Original Ship Permit(s). This can be extended up to as many as 6 total skills if you have the time and monye to take your ship up to G6 (good luck with that) with ship fusion with two Skill Slot Addition skills and Skill Inheritance.
3. You will need to add the 3rd skill with the Skill Slot Addition from ship fusion. Note that it does NOT add an actual skill to your ship, it only adds the slot. If your ship is maxed out on improvements, it would be useless unless you remod the ship i.e. using the SSI reset tool from the astros shop. Skill Inheritance, on the other hand, does not count toward your optional skill limit.
Wystein07-21-2016
Play style in my personal opinion general should be a big factor in determining what skills you want.
Like most ships the normal number of skills it can have is 3, 2 optional which must come from the skills listed for the ship and 1 original which comes from the original skills list which is much bigger. With fusion you could have more skills if that is how you want to use your fusion benefits.
My personal thoughts given that this ship is a bit light in crew for melee (making training bomb a less desirable choice) would be IGP + your choice of DHP or cooperation (this assumes your using it in a fleet setting). Then add the armour det bullet as the original skill.
This gives you the widest array of choices for your fusion choices between skill inheritance, skill slot or any of the other stat boosters.
Wystein07-21-2016
Probably worth mentioning that just because a ship can have more skills does not automatically mean you need to add that many. Depending on how useful (or not useful) you feel the skill would be you might be better off using that mod just to focus on ship stats.
I have not used it for awhile but if bluebird ship building simulator is still active I would suggest you play around with builds in there. A great way to see how the end results are likely to be with a variety of different mod/parts/fusion choices.
Trollo07-21-2016
Thank you guys, you really helped me.
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