The main gun, as the core output means of a warship, directly determines the battlefield suppression power. However, many new players are not very clear about how to choose the main guns for modern warships. Many players blindly pursue high damage or fire rate, neglecting the characteristics of the ship and the adaptability to combat scenarios, leading to disconnection in firepower and waste of resources during actual combat. So, let's learn about how to choose the right main gun or improve the combat efficiency of the warship.

The main gun is not an independent entity; it needs to be deeply integrated with the positioning of the ship. Light frigates (such as Type 056) should prioritize the MK-45Mod (fire rate 1.5 seconds/shot), relying on its high fire rate to suppress enemy light units. Heavy cruisers (such as Nanchang 055) are suitable for the PJ-38 (balanced type) or AK-130 (dual-barrel high burst). The former balances anti-air and anti-ship capabilities, while the latter is suitable for frontal fire suppression. The HVP electromagnetic railgun, exclusive to battleships, (range 15 kilometers) requires a high resource investment but has the penetration and accuracy to instantly destroy key enemy units.

The map and combat distance determine the priority of the main gun. For small-scale close combat maps (such as the Arctic Circle), the MKE 76 (fire rate 1.2 seconds/shot) is recommended, working well with manual aiming for quick clearing. For large maps with long-range engagements (such as the Pacific), the TMF155 (range 12 kilometers) is a must, with its stable trajectory and penetration bonus capable of penetrating weak points in enemy armor. In terms of resource allocation, prioritize using seasonal points to exchange for the MK-45 blueprint (the most cost-effective option), invest daily task materials in critical hit modules for the main gun, and reserve gold for the core components of the electromagnetic cannon.

Moreover, in the current version, the main gun must complement missiles and torpedoes, and submarines are an enemy unit that cannot be ignored. Cruisers equipped with the AK-130 should be paired with Zircon missiles (high armor-piercing) to break through enemy defenses, while the main gun focuses on washing the deck to trigger burning damage. When using the HVP electromagnetic cannon, it is necessary to pre-deploy ASW rocket launchers to counter submarines and avoid fire interruption. When manually operating the air defense system, switch the main gun to automatic mode (such as the Bofors naval gun) and prioritize attacking light-armored targets within range. In the current version's main gun tier list, the TMF155 (comprehensive rating S) and the Zumwalt electromagnetic cannon (extreme penetration S+) are the ultimate choices.

The value of the main gun lies in adapting to the rhythm of the battlefield. Light ships pursue fire rate suppression, heavy ships focus on burst penetration, and battleships need to deliver precise strikes beyond visual range. Avoid blindly following the trend of so-called "god cannons" in the version, as they may not be the most cost-effective. There is no perfect gun, only the one most suitable for the current battle situation.