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  • NavyField Sailor Guide

    12. 16. 2010 09:30

METALKNIGHT
NavyField Sailor Rolling Guide




To succeed at NavyField you will need to have the proper crew setup for the line you
chose, with the proper abilities.

This is where strategy comes into play, and where many people end up discovering that they
messed up with there first crew, and start all over again to make a good crew.



Fortunately when you create a new account on NavyField they now give you a pre-made crew
with good abilities, in-fact it would most likely take hours to role a better crew, so if
you do not ever plan on trading them, and don뭪 want to take the time then you can just
stick with the pre made ones if you like.

Even with the pre-made crew you will still need to roll new sailors sooner or later in
order to have a proper crew for the line you chose.


If you do want the option to trade your crew, then you will need to role your crew, you
can trade all rolled crew except for the following.

Bridge Operators
Radiomen
Neutrals above level 11
Neutrals below level 6
Un-classed National Sailors




In order to roll a new sailor:

1. Go to your shipyard

2. In the bottom right hand corner select Force (if it is not already selected).

3. At the bottom right just above where it says Credit, select New


Now a box should pop up that looks something like this.






This has a list of skills for this sailor, the numbers on the right of each skill tells
you the starting ability and the numbers on the left tell you the base growth for each
skill, the growth is the numbers that we want to pay attention too.


This particular roll has a nice Engine (for engineer) at 11 but because it has a low
Restore and Repair we would not want to use it, I뭠l get into that more here shortly.

We would then click 밨oll Dice?until we find the skill levels that we are looking for.



Here is a list of the different types of sailors you may want to roll for, what the
sailor뭩 uses are and the skill levels you may want to try to get for each sailor.




Bridge Operator:

You will need one Bridge Operator, but I would recommend making two for each nationality
you may choose to help with crew leveling.


Potentiality is what you are going for with your BO, it determines the length of your guns
guidelines and how well you뭨e your BO will mark where your shells splash.

Latter on in the game this becomes very important.

The optimum potential for a rolled BO is 15, I would recommend trying to get 15
potentiality especially if you plan on getting a Battleship, or even a sub later on in the
game.

Potentiality is not as important with a CV BO.


I would not recommend making a BO with less than 14 potentiality.

Repair, Restore, and AAW are also affected by your BO뭩 abilities, but Potentiality is the
most important.





Main Gunners:

You will need two Main Gunners for each nationality you chose.

Accuracy and Reload are the two key skills you look at when rolling main gunners.

The accuracy of your gunners, along with your ships FCS (Fire Control System) controls how
tight your spread is, in other words how close your shells are to each other when they land.

The longer the distance of the shot, the more important accuracy becomes.

Reload affects the time it takes your gunners to reload.

Reload is capped at half the guns reload speed, so if the gun has a reload speed of 4
seconds, the max speed it will ever reload is 2 seconds.


Accuracy is what you want for your main gunners if you are going BB line.
I would recommend good Accuracy Gunners even if you are going CV line, if there is the
possibility that you may later decide to start a BB line with the same nationality.

12 accuracy 10 reload is a very good accuracy gunner, but also a bit harder to get.

11 accuracy 11 reload also works well and is a bit easier to get.

11 accuracy 10 reload is very easy to get, but I would recommend at least going for 11/11.


If you are absolutely sure you are only going CV with either US or UK then I would
recommend a good pair of reload main gunners.

Reload makes a big difference in Blitz, and works better for AA guns should you chose to
put them on your CV.

10 accuracy 12 reload is a very good reload gunner, again a bit harder to get, but I
personally wouldn뭪 recommend this for a main gunner. Your accuracy will suffer as a CL &
CA, and you will hit a reload cap somewhere in the mid to upper 60s anyways.

I personally would recommend 11 accuracy & 11 reload for reload main gunners (but that뭩
just my opinion).


I currently do not have enough info to determine what you would want on a sub.

The SS1 guns do seem to have extended range for their size, so if this is going to be a
continuing trend as they add larger subs, accuracy might be an important factor.


Note: whatever combination you decide to go with for your main gunners, it is very
important that both gunners have the same accuracy and reload skills, so if you decide to
go with 12 accuracy 10 reload both gunners must have 12 accuracy and 10 reload.







Antiaircraft / Reload Gunners: (US & UK)

If you make Reload Gunners, you will need two for each nationality you chose.

Since the AAW sailors don뭪 work so well on the US and UK lines, most people prefer to use
reload gunners instead.

Reload is the key skill for Antiaircraft use.

You may also want to take AAW and Accuracy into consideration.

AAW helps with your auto AA guns, the small machineguns that shoot when planes get close
to your ship.

You might want to take Accuracy into consideration if you ever want to use these gunners
for more then just AA.

It is up to you.

If you go 12 reload and 10 accuracy, or 11 reload 11 accuracy, 11 reload 10 accuracy 11 AAW.

I would recommend havening reload at least 11 whatever rout you take.

Note: As with main gunners whatever combination of skills you go with for reload and
accuracy both gunners should have the same skills.






Torpedo Man:

I wouldn뭪 recommend making TorpedoMen unless you are either going IJN or are planning on
having a Sub.

If you do make Torpedo Men, you will need two for ships, (currently) one for most subs, I
think you can have two with KM, either way I would recommend making two.



12 torpedo is ideal for a rolled Torpedo Man, 11 is ok if you don뭪 have the patience to
roll a 12.

It has been posted that reload may also be a factor with a Torpedo Man, but I have not
seen anything conclusive as if it is or isn뭪.






Sonarman: (FF-CL & SS)

A Sonarman is used to detect enemy submarines that are submerged.

They are also needed on a submarine in order for the player to see not only submerged
enemy subs, but also other enemy ships in the area if the players sub is submerged, and
there are no other teammates or teammate뭩 planes around.

Otherwise the player only sees a small circular area around his sub.


Potentiality is the ability that is most important when rolling a Sonarman.

15 Potentiality is the best you can roll; I would not recommend making a Sonarman with
less than 14 Potentiality.


Note: Sonarmen only work in the support slots on Frigates ?Light Cruisers & Subs.







Planesman: (Submarine Only)

A Planesman is supposed to help with the time that a submarines air tanks take to fill.


Potentiality is the ability that is most important when rolling a Planesman.

15 Potentiality is the best you can roll; I would not recommend making a Planesman with
less than 14 Potentiality.


Note: Planesmen only work in support slots.






Engineman:

An Engineman helps increase your ships overheat speed, along with it뭩 overheat time.

For an Engineman you will want an Engine ability of 11 or 12.

Enginemen also helps with repair and restore; so you will want good ability on those two
abilities as well.

It is recommended by some to have all your Enginemen with the same (or close to the same)
Engine ability.

The way Enginemen stack, if you put a lower level Engineman on with higher level
Enginemen, it could actually decrease your overheat speed.

An Engineman is the only crew that affects the engine ability on your ship that
I뭢 aware of (I뭢 unsure if a Seaman helps with this ability).

Note: Enginemen only work in support slots.

You should try to Roll 12 Engine for the best performance, or 11 Engine / 11 repair / 10
Restore, or 11 Engine / 10 Repair / 11 Restore, or all 11s is always a good way to go if
you happen to roll them.






Restorer:

A Restorer is a sailor specialized for the Restore ability.

The Restore ability of every sailor on your ship is added up towards your ships Restore
ability.

Restore affects your ships SD (Soft Defense), in other words makes your ship tougher.

You will notice that BB4s and up many times seem to take a few good hits before showing
any significant damage, this is because many of them have a good amount of SD, many are
even capped.

SD is capped at 900, and at high levels with the proper crew many BB players no longer
need a Restorer to reach their cap.


Restore also determines how much your ship can be repaired after it is damaged, this is
indicated by the red arrow at the top of your screen under your health bar in game.


You should try to roll 12 Restore, or since a Restorer also helps a lot with Repair, an 11
Restore / 11 Repair is also good.
Repairer

A Repairers specialty is the Repair ability.

Repair helps with the speed that a ship repairs.

It also helps with burn time (the time it takes to put out a fire).

The Repair ability of every sailor on your ship is added up towards your ships Repair ability.


You should try to roll 12 Repair, or since a Repairer also helps a lot with Restore, 11
Repair / 11 Restore is good as well.






Seaman:


A Seaman is supposed to help give a boost to all other abilities on your ship.

As to what a Seaman actually helps with is heavily debated, but it has been proven that
they do not help with the Accuracy of you gunners.

It is also heavily debated if a Seaman is worth having on anything other then a CV; some
people swear it helps them a lot on their BB, others say they don뭪 help enough to justify
taking up a support slot.

Most people say that you should try to roll decent abilities across the board, like mostly
10s but I would say that it depends on what line you plan on going.

I would suggest that Potentiality/Restore/Repair/Engine/AAW/Aircraft would definitely be
the main things I would take into consideration on a BB, as for a CV I would also take all
those into consideration but would be more concerned with having a good Fighter ability, I
would also take Bomber into consideration.






Medic:

A Medic helps lower the crew death rate.

Potentiality is the ability that is most important when rolling a Medic.

15 Potentiality is the best you can roll; I would not recommend making a Medic with less
than 14 Potentiality.



Note: Repair and Restore from any of the crew goes towards the ships repair and restore
ability, so you should keep this in mind.






Scout: (CL and UP)

Every BB should have a Scout on it, and every Scout should be used.

If you plan on your Scout remaining a Scout, then Aircraft is the Ability you are trying for.

Aircraft helps with your Scouts viewing distance, and some believe it also helps with the
durability against AAW (but I haven뭪 verified this).

12 is the best you can roll for aircraft, 11 is also acceptable.

You should also keep in mind that Repair, Restore and AAW always helps.

If you plan on your Scout becoming a Fighter, Dive Bomber or Torpedo Bomber then you will
want to go with the abilities for the roll you that you plan on for the pilot.






Fighter: (Aircraft Carrier Only)

For a Fighter the most important ability is Fighter.

The best you can roll is 12, and I wouldn뭪 recommend going with less then 12.

If you want go with 11 Fighter then I would recommend that it be at least 11 Fighter and
11 Aircraft.

Remember, Aircraft helps with sight distance.






Torpedo Bomber: (Aircraft Carrier Only)

Many say that Bomber ability is not very important with Torpedo Bombers, but I뭢 not
absolutely sure, I would recommend not going under 10 with Bomber just to be on the safe side.

Aircraft again is important, so I would recommend going with at least 11 aircraft, of
course 12 is better.

I have seen high level Torpedo Bombers with high Fighter ability take out scouts, lower
level Bombers and fighters; so you might want to take Fighter ability into consideration.






Dive Bomber: (Aircraft Carrier Only)

I뭢 not sure how important Bomber ability is with Dive Bombers, some say it has no affect,
but I would recommend going for 11 or 12 with Bomber ability on a Dive Bomber just incase.

Aircraft is also important on a Dive Bomber, to help with your sight radios, so I would
recommend trying for at least 11.


Again you might want to take fighter ability into consideration, at high levels with good
Fighter ability a Dive Bomber can take down scouts, lower level Bombers and fighters; so
you might want to take Fighter ability into consideration.





Radioman:
Potentiality is the ability you want to roll for.

Since it doesn뭪 really have any affect on anything currently in the game, I would
recommend going with 14 Potentiality, unless you really want to try for 15.







Airlift Force: (Aircraft Carrier Only)

Airlift Force is used for capturing enemy headquarters in Harbor assault mode.

Potentiality is what you will want to roll for when rolling an Airlift Force.

I would recommend going for at least 14 ability growth or better.







Landing Force: (APA Only)

Landing Force is also used for capturing enemy headquarters in Harbor assault mode.

Potentiality is what you will want to roll for when rolling a Landing Force.

I would recommend going for at least 14 ability growth or better.




This topic is just part of a NavyField Guide:

NavyField Guide
NavyField Account Setup
Ready to Play
Blitzkriegs & Great Battles
NavyField Nationalities
Crew Setup
Soft Defense
Recruits, Experts & Vets
  Index

  • Re : NavyField Sailor Guide

    12. 20. 2010 05:27

mako089
Someone nuke this or lock this thread before we end up with Nelsonians
on every server.

  • Re : NavyField Sailor Guide

    12. 20. 2010 01:54

dekoyz
Making a nice crew depends on your first experience and its always best to start off
with the Missions. Once you have reach level 61 you will not be able to join blitz
again :( welcome to Great Battle room. In great battle room u will face more
damage if you don't have 900 SD. Learning the way to gain more recruits and
adding more vets to your sailors base on the percentage cap of the sailors experts.
If you are in battle be aware of sailors killed because this will reduce your sailors
abilitys or sailor recruits if u don't fix your recruits after sailors are killed. Keep
working on your skills so you can figure out a formula for your desired sailors or
armoring.

Desired supports for BB1-6

5 engy
6 engy
7 engy
8 engy
9 engy (max)

1 rep
2 rep
3 rep
4 rep
5 rep (max)

If you decide to have restores 1 restore will not be enough.

2 restores
3 restores
4 restores (max)

1 medic (max)

1 seaman (max)

1 scout or none

crew setup should go from order of abilities.
All ships are different so u have to find the hotspot for the right sailors.

On submarines u should have
1 sonar
1 planesman planesman must be elite for more (max) air can be purchase in the ss
pack.
2 torpedoes Snorezzzzzz

  • Re : NavyField Sailor Guide

    12. 17. 2010 17:17

mako089
Why are these allowed to exist if they have misinformation? There
are plenty of guides already available and all this does is give people
wrong information.
Obviously not tested ~ just compiled from other guides that had bad
or outdated info.

  • Re : NavyField Sailor Guide

    12. 17. 2010 12:05

SaddleRocker
Moved by me,
Guides belong in tips and tactics, so if your making more, plz post them here not in
GD.
Thanks

  • Re : NavyField Sailor Guide

    12. 17. 2010 10:36

Varen
If he's really going to make 8 total guides...

Then the forum is just going to end up with 8 useless guides...

  • Re : NavyField Sailor Guide

    12. 17. 2010 10:31

richardphat
Again, I still would not post a guide if you actually don't know what you're talking
about.

  • Re : NavyField Sailor Guide

    12. 17. 2010 10:26

Blazer4show
Few points:

1) Neutrals can not be traded at any level. All sailors must be nationalized and classed
in order to be traded. Also important to note neutral sailors can not be classed after
lvl 25.

2) Pot for BOs. On BB nothing below +14 at any rate you are going to struggle to see
shells in BB1-3 without 100+ vets full experts and boosted. That said BO will most likely
never need a boost at higher tiers unless you're using a very low Pot and next to no
Vets/Experts.

3) For Sub BOs depending on your goals I will use a +12 Restorer with a low Pot and be
happy. Sight range underwater to my best knowledge is simply effected by Sonarman (sight
above water I believe is still based on BO pot). I am not a sub driver and make no claims
that this is accurate beyond what I have been told.
**For CV BOs I will always use a high Restore ability just to increase SD that will not be
given by pilots in the support slots.

4) Accuracy is also based on the specific guns, as well as the FCS and Acc stat on
gunners. As for reload cap I would have to look back through past patch notes but I do
believe RLD cap was adjusted (in favor of faster rld times).

5) One note, gunners will eventually cap (save maybe unexperted or unvetted +9 and
below). It will take you to 100+ but they will cap. I see no reason to add more than 100
vets, and I no longer bother boosting gunners anymore. My 3rd and 4th set of US gunners
have both capped, both are 11/11s and capped late 90s and the others in 100s. Also very
important depending on nation how you class them. (classing poorly can cause you not to cap).

6) To the best of my knowledge the recent large CV patch has affected virtually everything
on the CV crew side. Fighters affected only by Fighter stat, Bombers by Bomber Stat
scouts by Aircraft stat (I'll leave this for reputable cv drivers to comment on).

  • Re : NavyField Sailor Guide

    12. 16. 2010 10:05

Bladez0r
I do not think it should be 12 bomber, fighter but is fundamental base 12 or 13!
This post is a bit of explaining navy field for newcomers.

if I had seen when I started playing I would not wrong either.
hahahah

  • Re : NavyField Sailor Guide

    12. 16. 2010 09:32

Bladez0r
Very Good Metal
1