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  • meh plz do this

    07. 16. 2011 19:40

Recommend : 0

meta17
hey can someone repost alb guide to ability cap I cant seem to view all of it on the old data..

im pretty sure that was the one with all the crazy algebra formulas and what not was really interesting post but now i cant seem to view it.

 

  • Re : meh plz do this

    07. 16. 2011 21:33


Ackbar25
plz its a simple thing that will save us time. I can't view any of the old data. I get an internal server error. Some upgrade in the website...Same crappy service....New paintjob

  • Re : meh plz do this

    07. 17. 2011 01:40


occilater
Adalbert

12) Special sailors
=============

Due to popular demand - Some Submarine stuff :

** A ** Sonarrange (Sonarmen)

- Only Sonarmen contribute to the range of sight while submerged
- They only work in support slots
- Sonarmen do NOT stack at all. The sonarman in the sternmost S-slot contributes only
** UPDATE March 2nd : The sonarman with the most true ability contributes now **
- Sonarrange is only dependent on the sonarman's true potential ability. No other sailor,
ability, ship, nation, FCS or anything else plays a role.

I will talk of Tactical Sonarrange (TSR) in 'ticks' of guidelines. It describes the
distance from the center of your ship to an enemy ship at which you will see it 'in color'.
TSR1.0 is the distance between two major tickmarks on your guidelines - no matter in which
zoom you look at it.
The real sonarrange - at which you will see the shades of ships - is greater then the TSR
by 3.0 as long as you have a sonarman on board.

The TSR of a submarine without a Sonarman on board is 3.0
As soon as a sonarman is on board, it 'jumps' up to 9.25, even if he has 0 recruits and/or
0 ability.
To get further TSR, you need more true potential ability on your sonarman.

TSR 9.25 > 0
TSR 10.5 > 620k
TSR 11.75 > 1160k
TSR 13.0 > 2130k

It will hardly be possible to go above that, since it requires an ability far beyond 3mil
and even an elite BO at lvl120, classed as Sonarman doesn't get there with a 'normal'
amount of vets.

** B ** Compressed air reload (Planesmen)

- only planesmen decrease the time required for reload your compressed air
- they only work in support-slots
- planesmen do not stack (just like sonarmen) and if you mount more then one nonetheless,
the one with the higher true ability contributes only
- Compressed air reload is only dependent on the planesman's true potential ability. No
other sailor, ability, ship, nation or anything else plays a role.
- Planesmen only work if they have more then 90% of their recruits filled up. If you start
with less, then not only will your air-gauge be empty at start, but you will refill your
air at the rate as if you had no planesman aboard at all
- there appears to be no cap

Now the reload time :

With no planesman, one with 0 ability or one with less then 90% recruits you will have a
'base-reload' time of 4min and 30 seconds.
As soon as you have an effective planesman, following formula describes the compressed air
reload time :

T(rel) = 112 - 20 * (true ability/10^6) [seconds]

Pretty easy actually : 50k true ability per second faster reload - here are some examples :

(IJN Planesman +14 potential base, 100 vets, full experts, classed on time, boosted)
lvl44 (500k) -> 102 seconds
lvl67 (1mil) -> 92 seconds
lvl97 (2mil) -> 72 seconds
lvl120 (3mil) -> 52 seconds

a lvl30 Planesman with 0 vets and 1 expert would reload in 112 seconds where the same
Planesman with 0 vets and 0 experts needs the full 270 seconds.

Re : post breeding - do not disturb
(07. 06. 2007 15:42 PST)

Adalbert

Since the fix of bugged abilities will probably never come, although it was presented by
me some 2.5 years ago with several, allready coded, proposed fixes - here's just a short
overview of how it is now (and was for as long as the game has caps)

9) aircraft
=======
This is a not activated ability - it has NO EFFECT WHATSOEVER on anything related to pilots.

10) fighter
=======
The true Fighter ability is responsible for how well your pilots in their planes can
attack other planes. It works the exact same for scouts, fighters, bombers or even
transport aircraft. It is just one of the two parts in the additive aircraft
attack-formula, the other part consists of aircraft stats.
Only the sum is capped and level dependent so this explains why high level pilots do just
as well in lower tier planes as in higher ones... (speed of planes and the flawed way of
calculating the distance for attacks of planes is the other reason)

11) bomber
========
Bomber ability is the only ability that is responsible for resistance against enemy fire -
both AAW and gunfire from Fighter (or other) planes. Again - for scouts, fighters as well
as bombers.

Some examples on the effect of the abilities without going into detail with the numbers -
that's not my job.
(lvl120 pilots with a fix number of vets and experts in the same planes)
Pilot number (displayed fighter ability / displayed bomber ability) < , > or = second pilot

FP1 (2000/2000) = FP2 (2000/2000) obvious, isn't it?
FP3 (2000/ 0) < FP4 (2000/1000) still...
FP3 (2000/ 0) = FP5 ( 0/2000) what one plane lacks in attack, the other lacks in
defence. None will be shot down.
FP4(3000/1000) < FP6(1000/3000) ha! Indeed the difference in resistance is more pronounced
then the attack difference - due to the cap and non-linearity of the first part of the
equation.

Taking all this into account - you want true bomber ability on all your pilots - as much
as possible!! A high fighter stat is nice and important too but its effect become less
pronouced at a higher level. By not classing your pilots above the minimum class, you not
only keep more growth in bomber ability, you also keep the increased crew growth, which in
fact gives you even more fighter ability as well.
A non-classed "Fighter pilot" will beat a similar (same crew composition and base stats)
"Ace" or "SQLdr" hands down every single time.

All that is only valid right now and was in the past of course. If someone ever decides to
follow one of my bugfixes, it'll all change to the way it is supposed to be and any sane
person would think it is.

That's probably the last thing I'm posting here - take it for what it is, use it as a
rough guide to setup crew but don't take the game too seriously. And no matter how
'perfectly adjusted' your crew is - it has nothing to do with the fun you should have in game.
There are many things that are not even mentioned here in my posts, including numbers of
caps, nation bonuses, inverse effects due to ability overflows and so on. I do not intend
to cover those as it would be almost endless and only frustrating, so please do not even
ask me.

Adalbert out.

Re : post breeding - do not disturb
(07. 06. 2007 15:42 PST)

Adalbert

** E ** Overheat speed with crew

Thanks to a few (really only a few unfortunately) members that actually were interested in
what I wrote here and took some time to try to help I've decided to post this formula here
finally as well.
SoloAD from the russion server found a really easy interpretation which I am going to
present here rather then my exponential expression - so thanks for that.
******

To get the overheat speed with engis on board, we just need to ammend the overheat ratio
from the topic above with the engineers' ability.



With :
OHR_ship = Overheat Ratio of the ship used
OHR_engine = Overheat Ratio of the engine used
And the sum over N_engineers means nothing else then that you have to calculate the true
ability for every engineer on board and then add it up. The same like with all other
formulas on here before really...
N finally is the number of engineers on board.

It still remains, that you have to round down your result and also only use two 'after
decimal digits' of (OHR_Ship * OHR_engine).
And the overheat speed is calculated simply by



  • Re : meh plz do this

    07. 17. 2011 14:15


meta17
you sir are amazing

  • Re : meh plz do this

    07. 18. 2011 10:55


richardphat
miss the picture that goes with :'(

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