The Definitive Trident II Raid Guide

The Definitive Trident II Raid Guide

Trident II is a base combining normal gunfights with naval and air combat. It’s obviously going to appear unfamiliar the first time a group raids, but it’s quick to pick up. It’s a fun base to play, we swear!

This guide is a long read, but if you read it all the way through you will be an expert on this base and ready to raid.

Objective
The winning objective is to capture the trident three times, bringing it back to your home island to score a point each time. At the start of the raid, the trident will first spawn on the center island. Each time the trident is captured, the trident may change its respawn position to a different island that favors the losing team.

Raid Conditions
Trident II uses a currency called spawnpoints, which can be used to get firearms, equipment, ships and planes. The spawnpoints system allows raid leaders to come up with their own winning strategy using different vehicle and plane combinations - it would be really boring if each team had to use the same combination of ships and planes every raid.

At the start of the raid, each team’s raid leader will receive about 95% of their team’s entire spawnpoint supply, with the rest divided among the members. This is so that the raid leader can distribute the spawnpoints themself and control what vehicles and equipment are bought by which members.

The amount of spawnpoints that each team starts with is dependent on the raid’s difficulty. For all war raids, the raiding team starts with 9000 spawnpoints, and the SEA team starts with 3000.

Every minute, each team will receive 300 spawnpoints split among the members. Again the majority of this 300 goes to the raid leader, with the rest divided among normal members.

Spawnpoints can be transferred between teammates using the transfer UI in the top right.

Firearms and Equipment

Trident II has a variety of weaponry to choose from that can be purchased for spawnpoints at the shop in spawn. The best guns are more expensive and can put a dent in your personal spawnpoint wallet. Keep in mind that weapons you buy are lost on death, so only buy guns if you plan on using them!

All players will, of course, spawn with a free Glock 17.

Firearm Mechanics
SEA’s firearms are unique in the fact that both first person and third person are usable. Both FPS and TPS here have their pros and cons. There is no meta as to which one is better - both are useful in different scenarios. Both modes have recoil but no set spray pattern that can be memorized.

Armored Vests
The armored vest can be purchased at the gun shop. The vest covers up 95% of the torso area and is bulletproof against firearms, offering good protection in firefights. Vests are recommended if you plan on fighting on islands.

Water Combat
Guns can shoot while underwater! If you want to shoot a gun underwater, you’ll want to zoom in and use FPS, as TPS aiming doesn’t work well when your character is swimming. Bullets can exit the water freely but if they enter the water they’ll only continue on for a couple studs before stopping.

Wallbanging, Spalling and Ricochets
If the object is thin enough, bullets can wallbang. Different guns will wallbang with different power depending on the bullet caliber. Objects such as ship superstructure or combat vests will be armored, and will usually be impossible to penetrate with firearms but will be penetrable by large ship guns. If the projectile is large, like a 3" shell, the resulting spalling will also be modelled. Spalling is the name given to the tiny pieces of metal that break and fly off an armor plate when it’s penetrated, damaging crew and parts.

Bullets (and 3” shells!) can also ricochet depending on the angle, material and thickness of the object. Metal ricochets best, while wood ricochets worst. Bullets and shells can ricochet off water, but not very well. HE shells (25mm and 40mm) cannot ricochet as they instantly detonate upon contact with anything.

Ship Types

Trident II has a variety of ships available to the aspiring raid leader. While a good armed ship fleet is a necessity when fighting on Trident II, you can't win with just brute force alone. A great raid leader will recognize the strategy that comes along with each different type of ship in their arsenal.

Transport Ships
Transport ships are self explanatory by their name, but how you use them can vary from quickly capping a trident point to pulling somalian pirate tactics and boarding enemy vessels.

  • Landing craft: An unarmed transport vehicle, just like those used on D-Day. Is cheap and has been popularized in the past at Trident for being used to board enemy ships. The vessel can protect against most bullets and shells but be sure to NOT send this craft out without backup from larger ships.

  • Gunboat: A quick and cheap dinghy. The gunboat is an inflatable craft that is weak to every calbre of firearm, so do not put it in the open without properly covering fire. The gunboat is best for zipping around while in cover from enemy fire. The gunboat has one dual 50cal gun.

  • Patrol Speedboat: The gunboat, but it doesn’t sink when shot by a Nerf gun. The fastest ship in the game, the patrol speedboat is the best choice ship for capturing the trident quickly right when the raid begins. The main cabin is heavily armored, but be careful that it doesn’t get penetrated by a 3” shell - everyone in the cabin is almost guaranteed to die in one shot. The patrol speedboat has two 50cal guns on the stern and a dual 50cal gun on the bow that only seems to be used when the boat gets beached and you’re desperately fighting off infantry trying to kill you.

Support Ships
Support ships are tools of destruction that can be very useful in unique situations, but should never be forced to take the front of an attack. These ships should be captained by trusted members of the group because their deployment can bring about the turning point in a battle.

  • Corvette: The fastest of the support and capital ships. It is equipped with a powerful 40mm autocannon that can hold off entire enemy ship crews and devastate unsuspecting airplanes. The corvette, while fast and packing a punch, can still be quickly overpowered when fighting an enemy ship out in the open. It’s cabin is lightly armored allowing most calibres to just smash through the cabin windows and kill the crew.
  • Torpedo Boat: The torpedo boat technically has the most firepower of all the ships in the game. The driver of this craft has the ability to launch two torpedoes that can breach a large amount of hull segments. Any vessel that receives 2 direct torpedo hits from this ship has a high chance of sinking if the crew isn’t quick to repair. Once fired, each torpedo takes 90 seconds to rearm. The main cabin of this vessel is very armored and can block every caliber in the game except for 3” shells. The torpedo boat also sports a 25mm autocannon on the front deck, which is best used to pester airplanes.

Capital Ships
Capital ships are the vessels you want on the front lines. These vessels are equipped to fight and hold off enemy fleets while the rest of your team fights over the trident nearby.

  • Frigate: A large vessel with one 3” gun on the bow and two 25mm autocannons on the stern, with 50cals scattered around on the sides of the deck. Because of the back 25mm having no pentratable force, the frigate is best used as a flanking vessel. When paired with another frigate it can handle most opposition if flanking maneuvers are pulled off correctly. The ship is also useful for transporting the trident because of the carrier space in the front of the ship. Be sure to avoid torpedoes when captaining this ship!
  • Destroyer: The strongest and most powerful vessel in the game, equipped with strong enough armaments to obliterate any type of enemy you encounter in the ocean. The ship has three 3” guns, a 40mm autocannon, a 25mm autocannon, two dual 50cal machine guns, and 4 single barrel 50cal guns. This ship can single handedly dominate the Trident map with a competent crew and the sheer height of the vessel deters any players trying to board from the ocean. With its entire lower half covered by armor it can transport the trident holder safely without him dying. Do be careful, the ladders on this vessel are hard to use and if you own a toaster of a PC fighting on this ship won’t be very fun.

Ship Combat

Ships have damage, buoyancy, armor, and capturing all modelled.

Ship Damage and Armor
Each part on a ship has a set amount of damage points (DP) and armor. When a part reaches 0 DP, it will break apart and disappear. A part’s armor value isn’t visible but it should be obvious what parts are armored and what parts aren’t.

Ship Flooding
If ships have a hull breach, their hull will start flooding with water and the ship will lose buoyancy. Hulls can be patched using the repair tool and the water can be pumped out of the hull using the water pump in the captain’s seat.

Ship Guns and Shell Types
The 25mm and 40mm autocannons fire HE shells that instantly explode upon contact with anything. This makes them very good for killing aircraft and infantry but lousy when trying to shoot someone behind an armor plate - HE fragments just aren’t good at penetrating objects.

The 3” gun fires APHE shells. These shells will penetrate an armor plate, travel about 3 more studs, and then explode, sending explosive fragments flying everywhere in the cabin and killing crew inside. This means however that if you hit a plane with a 3” shell, the explosion will not happen close enough to the plane to do an effective amount of damage - or if you hit a wingtip, the shell might not even detonate at all. If you shoot at infantry, you’ll need to hit them dead on, because the shell will explode 3 studs into the dirt and all you’ll get is a killstreak on worms.

APHE shells are very effective at penetrating hulls and causing breaches. HE can also be used to a lesser extent, depending on caliber and ship armor thickness. The destroyer’s hulls are completely immune to any damage from HE shells, but the frigate’s hulls can be penetrated by 40mm HE shells.

Ship Deployment and Capturing
Your team can spawn on existing ships using the deploy menu. However, if an enemy player sits in the captain’s seat of your ship, the ship will become captured and will change sides to their team, cutting off deployment access and giving it to the enemies. This means that boarding and capturing ships is, in fact, a valid tactic.

Planes

Trident II airplanes use mostly realistic physics, making them difficult to fly for first-timers. It’s recommended if you plan to use planes in your raid strategy that you have your members practice on a free VIP server beforehand.

Simplified vs Manual Steering
Simplified steering is where the plane points itself towards the cursor. Manual steering is where the cursor directly controls the ailerons and elevator by moving it up or down and side to side.

Manual steering mode lets you turn your plane much tighter, and it allows for some fancy maneuvers not possible when using simplified. If you want to practice in manual mode, first try it in first person - it’s a lot more intuitive there. Once you’ve got the hang of that, try manual mode in third person. Remember, manual mode is not dependent on your camera angle at all. It’s only dependent on where your cursor is on your screen!

Plane Types
The only airplane currently available on Trident II is the single-engine As-3. This plane comes in two configurations: the As-3A and As-3B.

  • The As-3A is a plane designed only for air superiority combat. It’s a noticeably lighter plane than the As-3B, but this won’t make much of a difference unless your pilots have gotten skilled enough to start dogfighting in manual steering mode.
  • The As-3B is likely the plane you’re going to be using most, as it carries one 10” torpedo under the fuselage. This plane is an effective capital ship sinker when used in numbers of 3 or more at a time.

Each plane configuration has sub-configurations (A-1, A-3 etc) with different gun setups. Some planes have 20mm cannons, while other planes have 50cal machine guns. The plane shop specifies this.

Plane Combat
All planes are effective when strafing players on the ground or on ship decks. Planes can also be used to kamikaze into ships, but doing so will deal no damage and this tactic can only be used in boarding attempts.

Planes are extremely vulnerable to AA fire from ships. Sometimes one unlucky hit will be all it takes to send a plane careening into the ocean.

Plane Damage Models
Planes on Trident II will respond dynamically if parts are shot off. Having a wingtip destroyed will cause your plane to try to roll over, having elevators shot off will lower your pitch control, etc.

Engine damage is also modelled. It will be very obvious to a pilot if their plane’s engine becomes damaged as the UI will show a check engine light, and your plane will start emitting smoke. Once damaged, engine thrust will continue to drop until the engine completely seizes. It is advised you go home and land as fast as you can the second you see a check engine light. The engine can be repaired by walking to the nose and opening the engine access doors, then using the repair tool on the engine block.

Landing, Repairing and Rearming
If you want to patch up your wing or put another torpedo on then you’re going to have to do the hardest thing known to man - landing a plane on Trident II.

Just kidding, it’s not that hard if you practice. My advice for you is:

  1. Keep your approach angle to the runway very low and shallow. Roblox gravity is very strong and descending even a little bit will make your plane speed up very quickly. So come in lower down to the water than you think you should be!
  2. Keep your speed down! Go no faster than 230 SPS but no slower than 170 SPS.

Once you’re on the runway, hide your plane in a hangar if you’re going to be out for a while, do your repairs, reload your torpedo if you can, and get back in the air.

VIP Server Commands

Fantastic, you're practicing! VIP server owners will automatically have admin. The hotkey for the admin console is '. Typing commands in the custom chat will not work.

Internal Names
Spawnpoints are internally called “cash” by the game. To give a player spawnpoints, the command is:
:add joe cash 10000.

The defending and raider teams are called SEA Military and Pirates.
:team joe sea & :team joe pirates are the commands.

Cool, so how do I win?

This base requires good coordination and members who listen. Coming up with Trident II strats can be daunting at first but if you follow this advice you’ll have the best chance of success:
  1. Split your members into squads as you rally before the raid starts. Assign one squad to a destroyer, another squad to a torpedo boat fleet, another squad to island combat and capturing the trident, etc.
  2. Use almost all of your spawnpoints right at the start of the raid. The more spawnpoints you use, the more ships and planes you’ll have deployed, and the more ships and planes deployed, the higher the chance you’ll win the initial battle at the center island. Sending ships one by one into combat is a bad idea - you need to buy them all at once and send them all at once. Don’t worry about going broke, because you and your team will get additional spawnpoints every minute.
  3. Have all your members in VC, and keep your VC clear of chatter. Being able to give callouts to your squads is extremely helpful to alert them of whatever might be coming at them, and giving direct movement and attack orders to your squads and members helps them fight way more effectively at an otherwise unfamiliar base. A raiding group is most effective here with a clear and authoritative raid leader telling people where to go.
  4. As the raid leader, you should be transfering spawnpoints to your members very often. Raid leaders on this map aren’t actually most useful in combat - they’re more useful a couple thousand studs back from the battle, distributing spawnpoints to their members and commanding the raid. The more spawnpoints you have built up, the more firepower your team isn’t using at that given moment!

And even if you don’t come out successful the first time, that’s okay, because at the end of the day it’s still a virtual lego game. Trident II was designed to be a fun and engaging gameplay experience for the raiding members and the raid leader, not to be something to rage wildly over.

Good luck, godspeed, and we’ll see you on the water!

https://www.roblox.com/games/6209350714/Trident-Battlegrounds-2?refPageId=e9b3874a-8616-4a7f-9053-1b1383e8dc33

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