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  • Skeletonizing BOs and Sailors - Nov 2009

    11. 11. 2009 12:12

SirAlden
Could someone tell me when and how they Skeletonized BOs and other IJN Sailors?

I have read every single post in all areas of the forum twice, because of Patches,
90% of all posts are Old and Outdated.

1) BOs for BBs - I am assuming this is never done at first because of the Repair - Restore
- Engine Stats need to grow and then are multipled by the displayed value % in the RCT Box
(lower left of Sailor). Later is it done to reduce weight after ACC REL REP RES% RES SD ENG
are over the CAP for each? Is it done to shorten Guidelines?

2) BOs for CVs - I am assuming this is never done at first because of the Repair - Restore
- Engine Stats need to grow and then are multipled by the displayed value % in the RCT Box
(lower left of Sailor). I am assuming that it is RARELY done to reduce weight after ACC
REL REP RES% RES SD ENG are over the CAP for each because CVs are using Support Slots for
Pilots and it is harder to to Cap for CVs?

3) BOs for Torp Ws - Is it always done to save weight for Speed? Is it from the start or
later?
Sight comes from FCS with the longest range - so guidelines are not very important.

4) BOs for SSs - Is it always done to save weight for Speed? Is it from the start or later?
Sight on the surface comes from FCS with the longest range - so guidelines are not every
important.

5) Sonarmen - Is it always done to save weight for Speed? Is it from the start or later?
Sonar is Based in Pot - and the Rep Res Eng are dramatically Subtracted away Classing in IJN.

6) Any Other Sailors? When you are Maxed out at 40% Experts + Vets. Do you kill off all
the Recruits?

7) Does anyone every Kill off Experts and or Vets ever? If so how do you kill them?

Thank you all. Again just facts that you know. Not I have heard. Thanks so much.

For making a better IJN Nation Forum!
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  • Re : Skeletonizing BOs and Sailors - Nov 2009

    01. 19. 2011 15:28

angus725
Anyway Angus thanks for the data: for an Amagi we need some arround 1.500.000
TA
for our
Bo to Operating decently :) (I was in search of that info, thats the reason for my
necroing)

Ehh, I think that number of rookies is for SY, not Amagi, I may be wrong though,
been a
while since I took that screenshot.

Let me see if I can find you something, you probably will like what I may have.

Here:


I'll take a screenshot of my BO in a while to give you the # of vets+experts.

  • Re : Skeletonizing BOs and Sailors - Nov 2009

    01. 19. 2011 14:57

shira
1)BB BO
Always get full recruit for guideline and rep/res . BO with good rep/res base have
large amount of this . But if the guide line becomes to long too aim effective , reduce
some recruit to match your need . You will not want miss a lot in shooting . and good
support crew (repairer and engineer . someone like restorer ...) give you more SD
and repair then BO .

2)CV BO
Well , more SD/repair always help . Usually you don't have dsiplacement problem in
a CV .
Further more , BO potetial abillity effect the detect range of torp (not sonar) , This
usually help for dodge torp .
If you want to use CV BO on PBB/EBB for grind . Use them like BB BO .

3)TW BO
Always ghost . All TW ship have big problem in displacement and speed . And they
don't have enough DP to keep them survive after being hit .

4)SS BO
You can ghost them , or use them to get more SD/repair . IJN SS have some more
displacement for you to do that .

5)Sonarman
Although they can work without ability , I don't recommand this way . You always
want them find enemy sub as soon as posible .

6)
Gunner/DP gunner/Torpman :
If you find they can cap Acc/Rld/Torp ability after ruduce recruit , you can do this .
Maybe you can save some displacement for some bulge ?

Scout pilot :
you can ghost scout pilot (Remember you need some Vet/Expert to take off) , but
your scout will became more fragile against AAW( Even with high abillity , AA guns
and fighters will kill scout as easy ) . That means you must pay more attention to
control your scout to avoid enemy ship .

Other Sailor :
Always full recruit .

  • Re : Skeletonizing BOs and Sailors - Nov 2009

    01. 19. 2011 08:35

El_Eternauta
Sorry for necro...

Angus that means (if I make supositions rightly)
1. Your BO its a Elite POT ($2)
2. Your BO is Boosted ($2.49) it adds 20%
3. You skelotonize effectively substracting 31%

Your Operating TA its some like 1.501.757
Your Repair TA its some like 752.022 add 6.02 DP/sec to your ship
Your Restore TA its some like 752.022 add 88 SD to your ship

You save 138 tons by this action (enough for 0.1 belt for example) but you sacrifice 1.42
DP/sec and 21 SD just because reduce rookies.


If you raise up a modest 15POT 9/9 Rep/Res without skeletonize...
Operating TA -----> 1.757.430
Repair TA --------> 930.504 add 7.44 DP/sec to your ship
Restore TA -------> 930.504 add 109 SD to your ship

If you put in this theoretical sailor $4.49 in Experts... 314 rookies to experts
Operating TA -----> 2.407.410
Repair TA --------> 10,20 DP/sec
Restore TA -------> 149 SD
... and rest 135 experts in packs

Why All say to us newbies that we must spend that money at first in elite pot then?

Anyway Angus thanks for the data: for an Amagi we need some arround 1.500.000 TA for our
Bo to Operating decently :) (I was in search of that info, thats the reason for my necroing)

  • Re : Skeletonizing BOs and Sailors - Nov 2009

    11. 19. 2009 08:16

Pegleg85
Just to clear up a couple of issues:
a) Engies: Only Engies add to OH time and OH speed and only those Engies in
support slots. So your BO not relevant for Engy.

b) BO does add to soft damage (SD) and repair so those stats are important.
Ghosted BO's thus will reduce the contribution to SD and repair. I haven't played CV
but maybe that little bit of extra SD keeps you alive long enough to torp/db your
enemy.

c) Sonar - Sight distance from sonar is dependant upon true potential ability. If you
don't max your sonar then you will lose sight distance and in sub v sub fighting, I
would think that that range is precious.
c2) SS BO - I am too lazy to look it up but I _think_ that the sonar range increase
from having a sonar operator on board is proportional to the ships/subs sight range
(which is determined by FCS and true BO potential ability). So on a sub BO you might
not skeleton (also for the SD and the repair loss). I could be wrong here.

d) Scouts - Your ability not to get shot down by aa and aaw and fighters is based in
part on that sailor's true bomber ability. If you ghost your scout they become one-
shot targets for enemies. With my boosted scout, I have the ability to move /
change altitude when I come under fire. With a BB, scout = life.

e) Killing off vets. There is one time you would like to kill off a vet and that is so that
you are at 99 vets instead of 100. That allows you to buy one vet 10 pack from the
store and get 109 vets. I have no idea how to actually have that vet die off (instead
of experts) but you would be happy to see that.

f) BO sight shortening. I've never burnt experts (via hopeless vet conversion) to
shorten my sight range as I worry about having too short sight range for the next
gun up. Is there a table somewhere of true potential ability necessary to be sight-
aligned for each gun level? That would be really helpful.

  • Re : Skeletonizing BOs and Sailors - Nov 2009

    11. 13. 2009 01:21

fis8
similar thread in tips and tactics

http://www.navyfield.com/board/view.asp?Num=162614&Sort=D07&Order=re_upday&PageSize=20&Page=1&Ctg_1=&Ctg_2=&Ctg_3=

edit: same guy

  • Re : Skeletonizing BOs and Sailors - Nov 2009

    11. 12. 2009 21:24

KinGWaR
Kill those scouts!!!

  • Re : Skeletonizing BOs and Sailors - Nov 2009

    11. 11. 2009 15:23

ne3o
BB- No
Cv- Sometimes
TW- Yes
SS- Yes

pretty much everything else is a no for me.

This is just what I do by the way.

  • Re : Skeletonizing BOs and Sailors - Nov 2009

    11. 11. 2009 13:50

angus725
First of all, I'd tell you to keep all your questions to one thread, but since each
thread is well thought out, I'm fine with it.

anyways...

1) BOs for BBs - I am assuming this is never done at first because of the Repair -
Restore
- Engine Stats need to grow and then are multipled by the displayed value % in the
RCT Box
(lower left of Sailor). Later is it done to reduce weight after ACC REL REP RES% RES
SD ENG
are over the CAP for each? Is it done to shorten Guidelines?


My BO looks like this...



Since I have now too much pot. ablity, my guidelines are too long, thus I have to
take some rookies off once in a while to make my guidelines line up with where my
shells land.

To take them off, if you press the RCT button, then click on the recruits button, you
can then scoll your mousewheel to take off rookies. To take off experts, press the
vet button, and burn some off.

Also, I'm pretty sure BOs don't work as engies, though they do have a good repair
and restore ablity.


2) BOs for CVs - I am assuming this is never done at first because of the Repair -
Restore
- Engine Stats need to grow and then are multipled by the displayed value % in the
RCT Box
(lower left of Sailor). I am assuming that it is RARELY done to reduce weight after
ACC
REL REP RES% RES SD ENG are over the CAP for each because CVs are using
Support Slots for
Pilots and it is harder to to Cap for CVs?

My CV BO is also like my BB BO, though it only has enough experts and vets to see
the guidelines for the PBB he can use.

Some people use a good repair base for their CV, while others ghost their CV BO to
save weight.

Also, BOs DON'T act as seamen as far as I know.


3) BOs for Torp Ws - Is it always done to save weight for Speed? Is it from the start
or
later?
Sight comes from FCS with the longest range - so guidelines are not very important.

Ghost these guys, you're right about the weight for speed.



4) BOs for SSs - Is it always done to save weight for Speed? Is it from the start or
later?
Sight on the surface comes from FCS with the longest range - so guidelines are not
every
important.

you're right again.


5) Sonarmen - Is it always done to save weight for Speed? Is it from the start or
later?
Sonar is Based in Pot - and the Rep Res Eng are dramatically Subtracted away
Classing in IJN.

I have my sonarman reduced a little, as I need more displacement for my engies on
my SS. But if I had more displacement, then I would max him out, as I'd like to hunt
other subs for the protection of my BBs.



6) Any Other Sailors? When you are Maxed out at 40% Experts + Vets. Do you kill off
all
the Recruits?

You're never going to reach the 40% cap unless you're sailor is low level or you
spend over $1000 on the sailor, never kill off recruits on engies, reps, gunners, etc.
(well, I've actually killed some eperts off a 40% vetted AA gunner on a test server to
reduce weight...Don't do that on a normal server)


7) Does anyone every Kill off Experts and or Vets ever? If so how do you kill them?

Some people also kill recruits off their scouts to reduce weight, But I strongly
suggest you dont do that, as you want your scout to be as AAW immune as possible.

You can kill experts and rookies as I said above, but the only way to kill vets is to
get hit by critical shells, which could kill any vet on any sailor. In other words, don't
try and kill vets.

Hope I helped :)

  • Re : Skeletonizing BOs and Sailors - Nov 2009

    11. 11. 2009 13:12

TheFaller
wow!!
the 1st ones i cant be so sure in how to answer that, so im just gonna limit myself in
answering some, and leaving the rest for anyone

3) its like this, if you're gonna make a TW crew, only for that purpose, then you should
skeletonize ur crew in your BO, so you can save space, and more important, speed. Dunno
what u mean with "from the start or later", but the act of skelletonising crew is reducing
the crew to minimal of sailors (recruits, experts and vets) or even zero! if you do it
later ingame, or sooner, it doesnt influence the matter
BUT, if you do like me, and gonna use the TW BO to go BB line, then its best for you to
not skelletonize ur BO, otherwise it will be a pain in the 'back'

4) SS BOs are skelletonized, i believe, so you can have more space in your SS. the speed
is compensated by the use of engineers, if you manage to save space somehow....

5) ...

6) i heard of a guy that, specially because IJN scouts are the most fragile ones, he
basicly has no recruits nor experts nor veterans, as it becomes useless. If he is doing it
right or not, i dunno, but it can be a possibility
other option for skelletonizing sailors would be Torpman, when u're on a non-TW DD, or CL.
try to have like.... 50 or 60 experts(or vets), and no more recruits. i say this because,
since its not something you would be using that much frequently, there's no need to have
that of a quick reload, thus increasing the space/weight in the ship (specially on a DD)

7) some ppl do even kill experts (by trying to vet them), but that is more common on BB
lvls with BOs, when you want to have your guidelines coincident with the max range of the
ship. i see no other way of killing vets, otherwise going to a normal room with some ppl,
and letting them hit you with the smallest calliber guns (increasing the number of hits to
you increases the chance of having crews killed), but i believe that would be concidered
ABing, making it aggainst the rules

hope this can help :)
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