Titan

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Versioning

This article is considered accurate for the current version (1.58) of the game.


Long-feared on the open seas. Titan-Class battleships are spoken in hushed tones and with great reverence. Fitted with a wide arsenal of cannons and gun emplacements, the Titan's enemies will soon feel the crushing depths. The Republic Coastal Legion holds Titans as its Signifiers and entire fleets rally on their position. Modelled on the flagship of Ambrose Leon's storied fleet, the Titan is a beacon of victory for the Mesean people
In-game description

The Titan is a Colonial Titan-class Battleship. It is equipped with 2 Triple 150mm turrets, 1 Dual 120mm turret, 2 Heavy Machine Guns, 2 40mm cannons, and 1 AI Naval Turret.

General Info

Crew

The Titan houses a crew of 12 soldiers:

  • Driver
    • Controls the movement of the ship, and can see the remaining fuel in the tank, the speed in knots, and the azimuth of the ship in degree.
    • Can see the distance and angle to the closest repair location (Dry Dock).
  • Cannoneers (Gunners) x3
    • Control the movement, reload, and firing of the 120mm and 150mm cannons.
    • Switch the gun between indirect and direct fire mode with Shift + F
  • Secondary Gunners x4
    • Controls the movement, reload, and firing of the 12.7mm machine gun and 40mm cannons
  • Spotter
    • Can view 230m in every direction with distance and azimuth displayed.
    • Can act as the ship commander to direct the other crew members.
  • Engineer
    • Not an actual seat
    • Switches each of the two ship engines below deck between "Forward" and "Reverse" mode using a Wrench while crouching
    • Can view the status of an engine by pressing E next to it.
  • Loaders x2
    • Not an actual seat
    • Retrieve shells from the ammo rooms below deck to load them in the 120mm and 150mm turrets inventory.

The entrance area for each seat is marked on the floor by white paint.

Additional soldiers can be on the ship's decks for various purposes (transport, helping load guns, bail water in bottom deck, fix leaks, etc...). The ship can have a total of 30 players onboard, any more and it cannot cross region borders.

Armament

  • 2x 12.7mm Machine Gun
    • Mounted on the elevated platforms on the port and starboard side of the ship (180 degree firing arc)
    • Ammo Used: 12.7mm
    • Range: 40 meters
    • Reload Duration: 3.5 seconds
    • Fire Rate: 240 rounds per minute
    • Magazine Size: 75 rounds
    • Accuracy: okay
    • Stability: Loses accuracy during long bursts
  • 2x 40mm Cannon
    • Mounted on the elevated platforms on the port and starboard side of the ship (160 degree firing arc, turns 25° per second)
    • Ammo Used: 40mm
    • Range: 45 meters
    • Reload Duration: 4.5 seconds
    • Firing Duration: 2 seconds
    • Fire Rate: 9.2 per minute
  • 2x Triple 150mm Cannon
    • One is mounted forward-facing on the large front turret, the other is rear-facing on the large rear turret (can rotate 280 degrees, turns 15° per second)
    • Ammo Used: 150mm
    • Range: 100-225 meters
    • Reload Duration: 2 seconds per projectile
    • Firing Duration: 0.2 seconds
    • Fire Rate: 27.3 per minute (reloading after each shot); Salvo of 3 in 0.4 seconds
    • Magazine Size: 3
    • Accuracy: 2.5m radius at minimum range up to 8.5m at max range (not including Wind effect)
    • Can also be used in direct fire mode (Max Range: 45 meters)
  • Twin 120mm Cannon
    • Mounted on the smaller front turret of the ship (can rotate 290 degrees, turns 25° per second)
    • Ammo Used: 120mm
    • Range: 100-200 meters
    • Reload Duration: 2 seconds per projectile
    • Firing Duration: 0.2 seconds
    • Fire Rate: 27.3 per minute (reloading after each shot); Salvo of 2 in 0.2 seconds
    • Magazine Size: 2
    • Accuracy: 2.5m radius at minimum range up to 8.5m at max range (not including Wind effect)
    • Can also be used in direct fire mode (Max Range: 45 meters)

Automated Defenses:
It has one AI Naval Turret on its deck that is only active when anchored. They rapidly shoot Mortar Shells at smaller ships (anything that's not a Large Ship) and amphibious vehicles on water that are between 75 and 200 meters from the turret, except if the targets are within 35m of a region border.

Inventory

At the front of the bottom deck, the ship has an ammo room with a single inventory slot and a stockpile that can hold 600 items but only accepts 120mm shells, 150mm shells, Depth Charges, Sea Mines, and Metal Beams. The room looks similar to a Storage Room however the items can't be retrieved from it with V and the mixing of different item types is allowed. Crates of 120mm and 150mm can be directly submitted to it.

At the center of the bottom deck, the ship has another identical ammo room with a single inventory slot and a stockpile that can hold 600 items but only accepts 120mm shells, 150mm shells, Depth Charges, Sea Mines, and Metal Beams.

At the rear of the bottom deck, the ship has a 15 slot inventory and a large stockpile. The stockpile is identical to a Base stockpile, except the amount of 120mm shells, 150mm shells, Heavy Oil, Depth Charges, and Sea Mines (but not Metal Beams) is limited to 5.

Each armament on board also has its own separate inventory with just a single dedicated ammo slot for the relevant ammo types: 30 magazines for each 12.7mm Machine Guns, 2 shells for the twin 120mm cannon, 3 shells for each triple 150mm cannon, 100 shells for the 40mm cannon, and one Depth Charge for each Depth Charge Launchers.

Engine & Mobility

Health & Armor

The Titan has 66000 HP. It has "Large Ship" armor resistance: it can soak small arms fire, shrapnel, 12.7mm machine guns, and it is immune to Flamethrowers. It's also fairly resistant to anti-tank weaponry. High explosive shells are very effective against it.
It has subsystems that have a chance to be disabled by heavy explosives and anti-tank weaponry if hit specifically: Turret/Cannon: 5%, Second Turret/Cannon: 5%.
It has Tank Armor. With it, in best case scenario, penetrating projectiles only have a 5% chance of penetrating and doing damage. That chance goes up quickly if the armor is worn or if it is shot from up close or with ammo that has penetration bonuses.
As a Large Ship, its health, Tank Armor, and subsystems can only be repaired at a Dry Dock, costs 10 Naval Shell Plating, and takes some time.

Sinking Mechanic:

With their massive health, large ships are hard to kill the normal way, but they can also be sunk.

Interactions

  • Friendly soldiers in the water can instantly climb aboard the ship with E while next to it.
  • You can drop items on the ship decks.
  • The ship has 4 Gangway ramps that can be toggled with E. The anchor must be lowered and there must be solid flat ground for the gangway to deploy (Shipyard, Beach, docks, Dry Dock, Navy Pier, etc...).
  • The ship's bottom deck contains 4 rooms separated by bulkhead doors which can be toggled with E. Closing a room's bulkheads prevent water from leaks from spreading to the adjacent rooms.
  • Water in the ship rooms can be bailed using a Water Bucket (reloading) and thrown overboard.
  • Cannot be stolen by the enemy faction.
  • Coastal Guns don't fire upon Large Ships.

Squad Reservation

The ship can be reserved for a Squad (via a button IconFilterSquadOther.png in the menu) to prevent any non members from toggling the ship's anchor or changing the engine settings and to allow members to eject any player from the driver seat with the "Eject Driver" button in the menu BtEjectDriver.png. The reservation doesn't prevent other friendly players from using the ship's seats or accessing the ship's stockpile however.

Anchor

The anchor interaction area is marked by an arrow at the front of the ship on the Port side (left).

Respawn

Battleships allow players to assign their "Forward" Spawn Point via a button in their menu and respawn on the ship when they die (the ship stockpile needs Soldier Supplies).

Deployment

Players can deploy onto Battleships from the Home Region if they're not within 150m of the region border.

Region Borders

The ship can cross a region border with up to 30 players on board, provided the destination would not exceed its population capacity; otherwise the ship must wait in queue. While preparing to cross the border, the ship must be idle for 60 seconds. Moving, firing any ship weapons or interacting with its stockpile resets this timer.

Production

Structure Input(s) Output Time
Dry Dock 20 x  Naval Hull Segments ShipPart1.png
20 x  Naval Shell Plating ShipPart2.png
4 x  Naval Turbine Components ShipPart3.png
10 MW of power ProductionPowerIcon.png
 Titan LargeShipBattleshipCIcon.png 10:00:00

Must be fully researched in the Vehicle IconFilterVehicle.png Tech Tree in order to be produced.

Storage & Transport

The Titan cannot be stored in a Storage Depot, Seaport or Storage Ship.


Tactics

Due to the Titan's cost and inability to fend off submarine threats it is suggested that it should be escorted by a Conqueror class destroyer or a decent gunboat support fleet at all times. (gunboats are ineffective against submarines when they are submerged so destroyers are advised for this role)

The Titan has a lot of power in its forward firing arc, and should use those cannons to its advantage when positioning, this means that it should attempt to force enemy ships into a head to head wherever possible, another thing to note is that indirect fire is advised when fighting enemy capital ships, they are large targets that can easily be hit by indirect guns and do not require the ship to get within brawling range of its opponent, this means having a experienced artillery spotter on board to adjust fire as needed is also advised.

When facing the Warden counterpart, it is important to note that the Warden Battleship can fire and reload three main cannons for every time the Titan fires two. It may be necessary to use gunboats or a destroyer to distract the third turret on the Warden Battleship in order to ensure comparable firepower.

The battleship's high health and damage output can enable it to fight howitzer garrisons, but this is very dangerous, as howitzer retaliation can rapidly overwhelm damage control and sink the ship through flooding. As a ship takes on water, many leaks previously above the water line will suddenly begin to contribute to the flooding, quickly turning an easy engagement into an unsurvivable one. To avoid this, the ship must concentrate fire on one single piece at a time to limit the number of howitzers retaliating, and monitor damage control in order to disengage before it is too late.

Trivia

  • The Titan-class follows the Colonial trend of drawing aesthetic inspiration from the Allied powers in WWII, this time in its similarity to the British King George V-class in its main battery layout and conning tower appearance, with allowances made for game balance.
  • Despite a vastly different appearance, the long-range ship-to-ship and ship-to-shore combat capabilities of the Titan and Callahan-class ships are functionally identical. Guns are distributed differently across different numbers of turrets and there are some differences in the number and type of guns available, but assuming that each ship is aiming off one beam or the other, the same amounts of large shells are fired by both.

Gallery