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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
Optional Skill
Shipbuilding
Refitting
Range 153 ~ 256
Effective Range 164 ~ 247
Volume 205 (Gunboat Cabin 40 + Cannon Chambers 24 + Hold 141)
Cabin: (50% or Sailors required 120%) ~ 150%
Cannon Chambers: 50% ~ 150%
Hold: Volume - Cabin - Cannon Chambers = Hold
Gunboat Cabin: 20 ~ 60 Cannon Chambers: 12 ~ 36
Range 256 - 20 - 12 = 224
Effective Range 247 - 20 - 12 = 215

Lena
03-23-2012
alot of these numbers are wrong.

Igor
04-09-2012
how?
I want this ship badly, but i don't know how much it would cost me for a fully upgraded one >_<

Natascha
04-09-2012
like an original skill --enchance ship handling-- and direct hit prevension and of course iron with some + on dura and speed

Junchul
09-30-2012
main.php?id=192&fs=17974
is that a nice setup? ^

Francine
10-19-2012
For this ship, in order to get "Direct Hit Prevention".
It says that Mast Top is needed right? And It says it has to have "Mast top" for one special equipment.
Are we allowed to put an extra equipment for that improvement or will the skill not show if I put "Mast Top" & "Small Mast" together in an improve?

Montador
10-19-2012
You can put 1 sail, 1 gun port and 2 miscellaneous ship parts per mod. If you put one of the miscellaneous ones as "Mast Top" and the other one as Improved Rope (for example), then you will end up with Direct Hit Prevention and some extra sail performance (for the Mast Top) and some extra durability (for the Improved Rope).
Now if you put a Mast Top and Munitions Chambers at the same time, I'm pretty sure that you won't get Direct Hit Prevention and Training Bomb at the same time from one mod.

Saul
10-28-2012
This ship does not have Coop Enhancement, I have personally tried to upgrade with admiral cabin + aide's cabin, the skill does not appear, this information is wrong.
DB10-28-2012
@Saul
Then, have you never seen "Ships(id=145)" page? I have updated this info 2 days ago.

Meng Meng
10-30-2012
New balance patch will be released someday.
- Indiaman's battle level has been reduced from 46 to 32.
- Light class ships's No. of Improvements have been incresed to 6 from 5.
- Several ship's Cannon chambers have been increased to 3 from 2.
Gunboat 9 Agile Gunboat 4
Bomb Ketch 13 Agile Bomb Ketch 2
Bombarda 5 Rearguard Bombarda 4
- Several ships have got some skill.
Battle Caravel Intensive charge 11
Gunboat 9 Cooperation enhancement 6
Agile Gunboat 4 Drainage pump 8
Bomb Ketch 13 Bullet-proof armouring 14
Agile Bomb Ketch 2 Improved rudder 18
Bombarda 5 Attack prevention net 19

Liza
10-30-2012
****New balance patch will be released someday.****
this being the important line
and someday* means not right this second ok

Maria
11-08-2012
btw 7/7? my old version of gunboat only can 6/6 =.= cant max improve 7/7

Steward
11-08-2012
"new balance patch will be release someday"
Calm down skippy, 7/7 is on the way. Just not here yet

Laurencio
11-09-2012
@@ when is gonna come i cant wait i cant wait

Jean
11-10-2012
I've no clue where this ship can be build.

Maria
11-10-2012
@Jean
You truly have no clue, the information on where to build the ship is up there. Just take some time to read it. I'm gonna help you this one time because somebody else is just gonna feel sorry for you ant tell you anyway. Look up there underneath all the pretty paneling options for the ship. You will see two icons for a small flush deck style hull, to the right of those icons you will see the name of two towns. Guess what? That's where they can be built.

Igor
11-20-2012
coop enhancement does not work with the parts listed here

Miyo
11-20-2012
You know special skills are 100% guaranteed to show up even with proper improvement parts right? Have you tried it more than once?

Maria
11-20-2012
They changed the listing on uwodb for some ships, which we should get in a future update. I don't think you can add that skill on GAMA now.

Erda
11-20-2012
Notice that uwodb says they have 3 gunports too, where Gunboats on GAMA only have 2.

Carla
11-20-2012
GAMA dont have the patch that changes the skills and improvement on that light ships, dont try to get coop enhance in gunboat, (or net in bombarda, and so on...) will get nothing!

Nicola
11-21-2012
quite a shame..the other skills are rather pointless...

Beatrice
11-21-2012
Yeah IGP is quite pointless.

Io
01-26-2013
We can only put 2 cannons in this ship for now.

Theo
02-27-2013
anyone know when we will get our 3rd broadside?

Ming Mei
02-27-2013
That's just a rumor I don't see anything about extra broadside on Japanese wiki.

Maria
02-28-2013
does that mean light ships wont get 6 improvments too?
![Francis [Left4Dead]](http://silvermoon.ivyro.net/PORTRAIT/00001072.png)
Francis [Left4Dead]
04-27-2013
I hate Gunboats

Li Yue
05-13-2013
Whats the price of Gunboat 7/7 ?

Wen zhi
05-13-2013
6/6 ^

Beatrice
05-13-2013
WTB 6/6 Gunboat 200Mil Leave your IGN i'll pm you lol

Erda
05-15-2013
is co-op already patched for this ship?

Wen zhi
05-17-2013
Want to buy 6/6 or is it 7/7 please leave ign

Chester
05-17-2013
max number of improvemets is 6/6 or 7/7?

DonPiano
05-17-2013
This info is wrong, the max number of improvements for this ships are 5 + 1 from the colonies special shipbuilding.

Dongwoo
05-17-2013
The info on this ship is not wrong, it's just that GAMA server hasn't upgraded this ship yet, it's covered under the "Ship" link on the left there

Jean
06-27-2013
6/6 at 200m? a 5/5 FS its 10 SSIPs thats 150-200m on permits only

Sophia
07-05-2013
LF SB R19/20 (english if possible) for making
With IGP skill and Iron hull.
Jonnia

Holfina
08-02-2013
this should be the balance patch the "ships" page was refering to. Time to upgrade the light ships boys!

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Holfina
12-26-2013
WTB 7/7 Gunboat for 200m leave you in game here and I will contact you in game ^^

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

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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.

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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.

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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...

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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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