Scmoo472
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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.
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