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  • Making a sub crew.

    01. 09. 2011 05:27

Scmoo472
Ok, well I've been up all night, going to stay up all day today, and I have been wanting
to make a guide for making a good sub crew. So I have some time to make it today, so why
not, here we go.

Step #1, Do your research.
Before you even start rolling/buying neutral/elite sailors, you need to find out what you
will need to properly operate your designated submarine. You can either look around on the
NavyFIELD forums, or ask around in your fleet, or friends you have. You will need to find
out how many Torpedo Man, Repair Man, Engineers, and Gunners (if you want) to run your
sub. Their are 3 essential sailors for your sub that all subs have in common. A Sonarman,
Planesman, and Bridge Operator.

Step #2, What you need.
Planesman/Sonarman:
Your Planesman and Sonarman are the life of your sub, your Planesman dictates how fast
your air intake is, the better he is, the faster your air tank will refill. Your Sonarman
dictates how far your sonar detection is underwater, (better stated as,) how far you can
see while underwater. For both of these sailors, you should aim for getting Elite
Potential, or +15 Potential base sailors.

Bridge Operator:
Your submarine needs to be as light as possible so you can hopefully reach the speed cap
by SS4, The base of him does not really matter, but having a +12 restore is quite nice,
because he will add a little bit to your soft defense.

Repairers/Engineers:
Perhaps the best thing about being a sub is having these, you can zoom through the water
faster with good Engineers, and you will repair faster with better Repairers. It is best
to have these Elite or +12 ability as these need to be good for your sub to be effective
under enemy fire.

Torpedo Men:
The most essential part of a sub, the Torpedo Men fire the torpedo's of your sub, and
their ability effects how fast your torpedo's reload. For these +12 or Elite would work,
but they will only cap faster if they are Elite, rather than +12.

Gunners (If applicable to your sub):
Most people won't use Gunners on subs, but if you do it is best to have good reload and
accuracy base, generally 11/11 would be best, as you don't want to have good reload, but
not hit anything, or bad reload and be a sniper.

Step #3 Picking your sub:
As of today (January 9th, 2011), You have 5 Submarinal nations to choose from. France,
United Kingdom, United States, Japan, Germany. Each nation has it's own unique sub to
choose from. Each having its own roll in battle, they are all good choices for submarines.

Japan:
Japanese sub's are the slowest of the bunch, and by far the hardest to speed cap, but seem
to be the 2nd easiest to cap the SD, (UK being 1st) These subs can really pound a BB with
just 1 salvo, packing a deadly punch to all ships, they can do good damage fast. Not
recommended by me as your first sub, because you will find that the grind from sub to sub
seems to be the longest.
SS4=1 Torpedo Man slots, 1 Gunner slot, 5 Support slots, 1 BO slot.

United Kindom:
By far the easiest subs to cap your SD with,(due to very good repairs), Not being the
easiest to speed cap, but being all around good subs, this is recommended to new sub
players, or players just starting out in the NavyFIELD world who want to get a good sub. I
don't have a lot to say about these subs because I don't personally play mine too much.
SS4=2 Torpedo Man slots, 1 Gunner slot, 4 Support slots, 1 BO slot.

United States:
I don't know too much about the US subs, but from what I have heard/looked up, they are
versatile in many ways, they are very well balanced subs and can take on rolls as a
Carrier hunter, Battleship killer, or Sub seekers. The first subs in the line are
restricted to front torpedo's only, but the SS4 is very good in capping speed and SD.
Recommended to those who want to play an all around support roll.
SS4=2 Torpedo Man slots, 1 Gunner slot, 4 Support slots, 1 BO slot.

France:
The French subs are by far the easiest to level, being the only subs so far to have rear
torpedo launchers on all tiers of subs, and being the hardest to hit. All of the tiers
have 6 front torpedo launchers, and the roughly the same amount of damage per torpedo as
Japan. Very good sub players of all talents.
SS4=2 Torpedo Man slots, 1 Gunner slot, 4 Support slots, 1 BO slot.

Germany:
Being the literal definition of easy mode against other subs, German subs get the
Proximity Detonation add on to their torpedo's, so if you get them close enough to the
enemy ship, they will detonate and do some damage. Extremely effective against killing
other subs, the main role of these is to do exactly that, killing all the subs on the
other team is by far the most important thing for this sub to do. Recommended for EXPERT
sub players, Beginners should be led to get other subs before this one, after playing this
line of subs with Proximity torpedo's can make it very hard to level another sub crew
because they become dependent on the Proximity torpedo's.
SS4=2 Torpedo Man slots, 2 Gunner slots, 3 Support slots, 1 BO slot.

Step #4 Assembling your crew,
This is the point where you roll/buy your sailors for your crew. You will need to assemble
your crew for your final objective, the SS4. A reccomendation is to buy the Sub Starter
Pack off the NavyFIELD website. You get 3 elite potentials (BO/Sonarman/Planesman), 2
elite torpedo man, 1 elite engineer, 1 elite repair, AND a 1 month premium subscription.

Step #5 Begin leveling towards your SS1, but be prepared to buy boosts, experts, and
veterans for your sailors, to increase your chance of killing, and surviving.

Hope this guide helps those who wish to make a sub crew, First time making a guide so if
you find any edits, or things you wish me to add please post so, comments or suggestions
are welcome, but if you wish to criticize me, please do so in a respectful manner.
Thanks,
Scmoo472.
Edited* Added Sub Starter Pack.
  Index

  • Re : Making a sub crew.

    01. 17. 2011 12:27

mako089
Jimmy, we've all watched you play and everything you say is sour grapes.
I stopped listening to you when you parked in the clouds with your AD while
the BBs north you were with all got sunk. You DIDN'T do anything to help.
At that point, you started bitching to the BBs south that they left you alone
north. The whole time you expected everyone in the game to do everything
for you while you sat back. The few times your team is successful you rush in
to sink a CL or two. Just leave the game and forum. I think everyone has
had enough of you. I'm much more sympathetic to players who actually carry
their weight in game.

  • Re : Making a sub crew.

    01. 17. 2011 08:41

jimmyawsome
Just have a friend or fleetmate on Teamspeak relay the position of enemy SS back to
you and YOU inform your team of it's location. Then jump him/her with a combined
attack of ASW, TB, and SS.

Or you can type in open chat, "Hey SS why you borderhumping NORTH/SOUTH?" Even
if you screenshot the comment, TNF will take NO action.

Or, fill your BB/AA slots with repairers so it takes 12 torps to sink a BB6 and insures that
everyone has a general idea where you are after the second salvo.

Remeber, all the time and money you can use will NEVER stop those who want your
threat eliminated with what you think is your teammate is in truth a double agent
working for the other side.

  • Re : Making a sub crew.

    01. 17. 2011 08:23

Rick5000
Is it worth to buy elites, put them on your sub and B/V/E/ them?

  • Re : Making a sub crew.

    01. 14. 2011 10:51

Humberto20
Not really. If you are able to handle 800 SD without restorer, a repairer should work
fine, it will just repair faster, its a great help for SS4.

  • Re : Making a sub crew.

    01. 12. 2011 15:16

dingy
IMO

repairer is pointless waste of space and weight( chances of repair in heat of battle
very unlikely)

gunners only if you go german...and you wont need them until lvl 70s(may change
if/when ss5 come out , other subs may get some good guns)

i have no sailor on my ship with a negative engine stat (only bo)(some claim only
engine stats effective with engineer,you be the judge) my lvl 115+ planesman ability
is less than 2000 ...but his eng stat is (classified) -.-

  • Re : Making a sub crew.

    01. 12. 2011 01:44

EmpirePL
You can always use elite BO for your BB crew.

Generally i find having parallel crews very usefull, especially IJN TW/SS combo.

  • Re : Making a sub crew.

    01. 10. 2011 02:55

Scmoo472
Hmm, well to be honest, the reason I didn't add the starter pack in, is because an elite
potential for a bridge operator is an insane waste of money. But yes, I guess that would
work as another option.

  • Re : Making a sub crew.

    01. 09. 2011 19:05

goldman232
Sticky this. But, if I may add an edit


*The way you want to go if you don't feel like rolling, is to buy the SS starter pack.
It comes with 3 Elite potential (BO Planes Sonar) 2 Torp men, 1 Engy, 1 rep AND a
month of subscription.*

I think this helps alot getting the basics down isntead of rolling and failing upon
time. Put that in your post xDD.

Good guide.
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