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  • Exp on yamato problem

    02. 20. 2010 02:34

thomaslaulau
In fact i just got my yamato (at level).
But somehow i find the exp is really low by comparing to my previous Fuso.
The test background is GB1, 64 player full house, 14/6,
Atk on my yamato ~ 3xk-6xk, slight damage, 3k AA credit.
Atk on my Fuso ~ 15k-6xk, slight damage/ heavy damage, on AA credit.
Both of the situation atk anything in range. 2X Game have been played on yamato, any of
the game get more then 15k atk even i have won the game, no damage and 6xk damage.
Somehow Fuso can get 15k+ exp per game with gold account.

The crews are BO 95, Gunners 91, AAs 83, support all around 83.

Just wonder why. Thank you.
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  • Re : Exp on yamato problem

    03. 15. 2010 01:16

danita
Actually it was extremely helpfull as there was this mr smartypants claiming he could
speedcap Yamato with just 2 lvl 91 engineers, while a few of us said it couldn't be
done.
As you can calculate from Angus' 2 engineers, there's no way in hell that's possible,
even with max vets and max experts.

  • Re : Exp on yamato problem

    03. 14. 2010 22:05

angus725
Someone asked for what level/vets it takes for 2 engies to speed cap yamato.

  • Re : Exp on yamato problem

    03. 14. 2010 20:35

WarNeko
And that was pretty much useless as everyone was talking about at level engies...?

  • Re : Exp on yamato problem

    03. 09. 2010 17:18

angus725
It takes me 2 engies at lv 116 to OH cap yamato now, and with only my 180 vet
engie, I can OH to 38. (Engies at...170, 170, 174, 180)

2x 170 vet engies...


1x 180 vet engie...


in contrast with my at level yamato... (pre BB43AA)


On topic, yamato's xp is more earned then shared, so more attack, more xp. Also, if
you rely on shared XP, the smaller a room is, the more you'll get.

  • Re : Exp on yamato problem

    03. 09. 2010 10:59

danita
Since OH time is also derived from true engineer ability, as is OH speed.
It seems to me you can't have significant OH time, without at least coming close if
not hitting the speed cpa for a ship.Especially when you're talking about just using 2
engineers ( = less ability lost for speed calculations).

  • Re : Exp on yamato problem

    03. 09. 2010 08:41

richardphat
Unless you super/over vet the engineers at level, there is no other way I see you
can speedcap with 2/3 engies.

  • Re : Exp on yamato problem

    03. 09. 2010 07:29

Pegleg85
Speedcap seems less important. A yammy under fire that is turning at 24 knots = shell
landing strip. Seems like OH time more important than hitting the speed cap.


  • Re : Exp on yamato problem

    03. 06. 2010 13:16

GordonRamsay
Still... I'd like to see the screens of those engies.


  • Re : Exp on yamato problem

    03. 05. 2010 05:07

LordRevan
Will try to remember it when I get home tonight. I am 95% sure I got there with just
2. Been a while since I played my ijn line.

EDIT: Bah, fail memory ftl. 2 engies come up just short, so for the moment I need 3 to cap
it.

  • Re : Exp on yamato problem

    03. 05. 2010 04:35

danita
I don't know if you call 2 lvl 106 engineers, base 12 boosted, 160 and 170 vets, 370
experts and 260 ish recruits average or bad ( yeah gonna need to AA those experts
back someday if ever ..).
But they aren't speed capping Yamato, still 3 kts of OH to gain.
So please show me a pic of 2 engineers speed capping Yamato, I'm curious what
level and vet amount it would take.
Two lvl 91 engineers speed capping it, seems highly unlike to me.
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