Overview
sea-battle frames aiming as navigation. Ships don’t just move; they must pass through certain routes, and that necessity is your advantage. Lead shots along required vectors rather than where targets are now, and pace salvoes to trap repair windows—two fast shots, one delayed—so resets get punished. Terrain and wind matter to geometry; use them to create funnels where angles converge. Vary speed and angle subtly to break enemy aim and keep your course honest. The puzzle becomes elegant: shoot where a ship has to be, not where it is. Cadence replaces spam, and patience pays back with hits that feel inevitable rather than lucky. It’s naval chess with projectiles, and when you read the board, the sea cooperates.