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  • NavyField CREW HELP PLAYERS

    12. 16. 2010 09:34

Bladez0r
This is a short guide for the optimal Navyfield crew. It is important that you get very
good sailors for your ships because at high levels you will notice the difference.
Unfortunately it takes years to role a very good crew, but you should do that. The
starting sailors in navyfield are just average. It took me 3 hours to role my complete NF
crew.... So, my opinion, get a drink and start rolling .


Here a guide I found on the official navyfield homepage to get the best navyfield crew.
All credits go to the writer of the guide, Octon.

ADDED VISUAL GUIDE FOR MORONS ! (j/k) I know some people have trouble with
stuff unless they see it visualy, so here it is. After training many new players I
realised sometimes some people just need a visual. Obvioussly add (or better) at
the end of everything, but that goes without saying. Updated AAW gunner, and
added to pic.



For new players, know what you need, and know what affects your
slots. Next to sailor type ill put the abilities that affect them (primary,
secondary, and possibly third)

Note max potential is 15, max possible on other abilitys is 12
Also note 12/11 and 12/12's are rollable but very rare

Bridge officer-Potential
-----------------------------
This is your main man, so you want him the best at 15, plus they arent
as hard to roll as good 12s on other sailors. If your lazy go for 14 but
no less. You can use one of the 14/10/10/10/10/10~'s you start with

Gunners-Acuraccy/Reload
--------------------------------
A good acuraccy or reload gunner is 12acuraccy/10reload a good
reload gunner is 10/12. 11/11 also works good on both as it helps
strengthen your weak point. 11/11's are also fairly easier to roll.
(DONT mix gunners with different base stats!) 11/10 or 10/11 if your
really lazy, but I dont reccomend it. The starter 14/11/11/10/10~
gunners will also work well as your first set of gunners now that
theyre implimented)

AAW gunners-AAW/RLD (For IJN and KM)
---------------------------------
AAW comes first then reload, later on the reload caps out, while AAW ability has no
cap, and can really help later so the prime numbers are 12AAW/10RLD.
If your lazy you can go a little lower, 11/11 would be ideal for the lazy man as theyre
easier to roll. Again, make sure your reload is the same on both AAW gunners.

Reload gunners for AAW-RLD/AAW/ACC (for US and UK)
-------------------------------
12 RLD 10 AAW 10 ACC Or just 12/10 on 1 or the other depending on your future
plans. If its strictly AAW just 12 RLD/10 AAW (or 11/11) will do. Anyways you want
high reload In the case of using for normal OR AAW id reccomend same stats as a
normal rld gunner, later on in game you can always have some fun swapping em
hence the ACC, or find your just way better with rld gunners. Then you can always
sell the Acc gunners and buy a 2nd AAW set.

Torpedo men-Torpedo/Rld
----------------------------
12 torpedo. In all your roling adventures im sure youl run across two.
If you decide to go torp route instead of AAW get 12 in torpedos. I
highly reccomend AAW gunners rather than torpedo) If your going Jap
torp line then you may want torpedomen but I dont reccomend it. Ok,
just did some tests reload does in fact matter. so 12/10 torp/reload.(if
anyone who has actually done extensive tests knows otherwise plz
post, otherwise dont follow the "reload dosnt help" just cause
people say it dosnt, my tests wernt extremley extensive as im busy
lvling pilots atm but it was a test)

Repairer-Repair/Restore
------------------------------
Repairer is good at 12repair/10restore 11/11 also works. Again if your
really lazy 11/10 but again, you may regret that in long term. Engine
does not help on repairer/restorer

Restorer-Restore/Repair
------------------------------
Same as repairer except you want the 12 on restore.

Engineman-Engine/Repair/Restore
-------------------------------------------
You want 12 engine/10/10, but not many have patience for that, so
keep engine at least 11 or 12, perhaps 11/11/11 or 12engine/9/10 or
11/10/10 if you must. Although the engine ability makes no difference
in repair/restorers the restore/repair abilities on enginemen does help.

Scout-Aircraft
-----------------
Ok if your going battleship line only plane your gonna need is a scout,
Aircraft determins how far a pilot can see, as well as evasion ability
and its the only ability he needs, so go for 12. Yes once again if you
MUST then 11. but 12 on 1 slot isnt as hard as 12/10s. Also once you
lvl him to rookie pilot DO NOT change him to fighter pilot as he wont
be able to fly your scout planes anymore, (its beneath him) ;-p.

Fighter-Fighter/Aircraft
-----------------------------
Ok, your going aircraft carrier? Then you probly already know your
stuff, if not I reccomend you go a battleship line 1st. In this case you
want 12fighter/10aircraft. Again aircraft is to help you see further,
fighter helps you fight better. 11/10 if your a lazy bum. Veteran Carrier
players reccomend 3 fighter pilots. Personally I made one 12/11(yes im
obsessive with my stats) so I can see a little farther when its escorting
others.

Bomber-Bomber/Aircraft
------------------------------
12 Aircraft/10 bomber Aircraft to help sight radius to spot enemy ships,
as well as evasion people say bomber ability dosnt make a difference
since people controll the drop, but still nice to have 10. Anyways that
makes your main goal 12 aircraft, if you got the time
12aircraft/10bomber.

All Harbor assult crews-Potential
-----------------------------------------
Speaks for itself 15 potential, 14 if your really lazy.

Radioman-Potential(no use yet)
-----------------------------------------
Potential affects radiomans communication ability. Since theres no use
for it yet, it dosnt matter. Since im obsessive im 15 potential anyways
on my radioman.(you never know right?) Who knows maby it even
makes the list lockup bug more rare (yeah I wish lol)

Seaman-Repair/Restore/Engine/Aircraft/Fighter/Bomber
-------------------------------------------------------------------------------
Stats MAY or may not help, at this point noone really knows. Anyways
the things most people say to shoot for on this ones
repair/restore/engine. I reccomend you use your
14/10/10/10/10/10/10 starter sailors for 1 If you want a
seamen. If you already screwed em up, you can always make a new
char, lvl em, give em to a freind and let him keep 1 or somethin and
give you others. The only thing 100% confirmed so far is Seamen do
not affect acuraccy. Also engineers overburn only.

Medic-Potential
---------------------------------------------------------------------------------
You want 15 potential on your medic. If lazy you can use a starter
14/10/10/10~ Medics help prevent crew death, they belong in support
slots. In battleships engineer/repair/restore are generally considered
more usefull. In aircraft carriers a Medic is considered to be extremely
helpfull and essential, as pilots are notorious for losing expert/vetran
crewmembers, and high level medics are said to curb these deaths in
an extreme way.

P.S. I say to shoot for 12/10 or 11/11 on a lot of em, well it is possible
to get 12/11 (im slowly working on a crew of em) but extremely hard.
Also 12/12 is possible but...not very possible. lol

A few added notes: You want to lvl your sailors to their goal as soon
as you can, for example at lvl 12 you can lvl most your crew. If you
wait your sailors end up weaker in the long run and you probly did a
lot of rolling for nothing. So advance your sailors AS SOON AS YOUR
ALLOWED TO! Also be sure to keep your credits and points above
50,000 so you always have ability to trade in case you run low on
points and need to lvl a crew, you can always buy some from a player
or most will even give them away in trade area. For more information
on when your sailors can lvl up go to Navy Field Data Page

I hope this helps for the new players, im sure I made 1 or 2 mistakes
so please if you notice any id apreciate if you corrected me.

Edited and updated, hopefully eveyrthing also conforms to NFEU, if not
please post anything I need to correct, thanks!
  Index

  • Re : NavyField CREW HELP PLAYERS

    12. 17. 2010 15:48

mako089
Mostly garbage.
I want to believe that you were trying to be helpful but with this
much misinformation I'm not sure what to think.

I really LOL'ed at the torpedo stuff. As I ask all geniuses, if torpedo
isn't the sole stat for torp reload, then what does it do?
I can tell you with 5 sets of IJN torpers (+12) leveled to level 90 or
higher, that they always reloaded at the same rate and just by taking
a glance, I can see they had "reload" stats of 7-12.

  • Re : NavyField CREW HELP PLAYERS

    12. 17. 2010 12:08

SaddleRocker
Moved by me,
All guides should be posted here in tips and tactics
Thanks

  • Re : NavyField CREW HELP PLAYERS

    12. 17. 2010 10:02

Blazer4show
Yellow Sailors (starting sailors) can not be traded, please do not recommend to a person
to spend time starting new accounts to transfer yellow sailors.

Refuel time on planes is a set constant, no sailor will increase/decrease this time.

AAW is not a useful stat right now and I doubt it will ever become one, AA gunners should
be rolled with high rld and depending on what type of spread you want, high acc. to add
to your comment about classing sailors as soon as possible this falls in the same
category. Under no circumstances should you class IJN AA gunners on time. These should
be left as armarment sailors till ideally Yammy level to avoid the giant Rld penalty.

I would be curious on your Torpedo and Rld theory what you consider tests. Anything under
about 500 games at lvls 25 to about 85-90 with timed amounts, using +7 rld and +12 rld
would be considered inconclusive to me.

With shared xp days and multiple events I personally see no reason for Restorers. I had
one on my original crew and still regret it. There are much better ways to increase
restore/sd without using a restorer (ie delay class a scout, delay class AA gunners, etc).
Why use 2 sailors to do the job that can be done by another.

As for making sure you stay above 50,000 credits and points, it is 150,000 credits and
points until level 30 at which point it drops to the original 50,000 credits and points.

I can respect a person trying to help others but offering incorrect advice they can and
will likely be regretted or result in releveling down the road is often more destructive.
And I take a personal issue with this type of stuff as I see the bad and incorrect advice
given in game leading to all sorts of issues down the road.

  • Re : NavyField CREW HELP PLAYERS

    12. 16. 2010 14:45

richardphat
I wouldn't post thing I don't know, or not sure, if I were to be you.

  • Re : NavyField CREW HELP PLAYERS

    12. 16. 2010 12:40

franklicd
@ cmdrcraig

about SEAMAN, you are just right part of it.

Seaman will NOT do anything about Scout Refuel, cuz that function-- decrease refuel
time, is never opened or existed. And also, I know you didn't mention about Eng but I
just want to confirm that Seaman DOES NOT work on Eng at all.

  • Re : NavyField CREW HELP PLAYERS

    12. 16. 2010 11:26

wall_shadow
lawl

  • Re : NavyField CREW HELP PLAYERS

    12. 16. 2010 11:16

spareparts
"Veteran Carrier players reccomend 3 fighter pilots."

Umm . . . no they don't.

As a Veteran CV player I would say 4 is a bare bones min, and would recommend 6
as a reasonable number. I have 8 for use in HAs.

Unless you are going to BW and that is a whole different story.

  • Re : NavyField CREW HELP PLAYERS

    12. 16. 2010 11:05

cmdrcraig
BladezOr, I recommend that you aquire much more experience and Navy Field 'know
how' before you write a guide like this. much of what you post in this guide is
incorrect and misleading.

  • Re : NavyField CREW HELP PLAYERS

    12. 16. 2010 10:50

shamo
nice copy/paste and the guy who wrote it had no idea what he was doing.

  • Re : NavyField CREW HELP PLAYERS

    12. 16. 2010 10:50

cmdrcraig
I have played NF for 6 years, Have over 25,000 games on Yam (old MO) by itself. I
have US CV5 on there.
My main server (Bismark) I have a Hindenberg (very close to CV6).
I am considered a "Veteran CV player" and I recommend a MINIMUM of 4 fighter
pilots...no less.

You hardly mentioned restorers. These are more important than many understand.
For low level players restorers are great for getting your DP to 900. For higher level
players they help a little bit with repair speed...but I have discovered that very high
level restorers determine how long you will burn before repairs begin (that is why
they have a little fire extinguisher on thier icon)

I keep editing....this guy really does not know what he is talking about.

the paragraph on seaman proves it. SEAMEN, (especially at high levels) help with
shell spread/reload speed/accuracy/ship speed/ship repairs/aircraft refuel time and
many other things, they are very important to high level players AND YES PEOPLE DO
KNOW WHAT THEY DO.
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