Bladez0r
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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!
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