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  • KM SS Sailors?

    02. 24. 2011 15:57

YamiChan
Trying to make a SS for KM, currently have 2 arm sailors lvl 20. To make a SS crew do i
change them to the lvl 21 gunners then to the lvl 44 heavy torp? or do i just keep them
as armed sailors until lvl 44 and then lvl them to lvl 44 heavy torp? Any help is
apprectiated.
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  • Re : KM SS Sailors?

    03. 04. 2011 01:17

danita
Repair, restore and Potential stats are pretty much useless for a sub BO.
All present subs have so low useable displacement you'd be a fool not to
skeletonize the BO down to 1 or even 0 sailors, which reduces his true ability to
about 0.
As potential on a BO only gives you longer guidelines and allows you to spot the
shell splashes at further ranges, it's especially useless to a sub BO.
Unless future subs get enough useable displacement after the fat
engineers/repairers/planesman/sonar are on the sub, I wouldn't hold out for super
stats on a sub BO. A good repair stat is all you might want in case this miracle does
ever happen.

  • Re : KM SS Sailors?

    03. 03. 2011 13:17

Blazer4show
Rep/Restore on a Planesman is really not that beneficial. By the time you class to Chf.
Planesman (78) your growth is in the negative. After you class the sailor to 2nd
planesman your growth is equal to the original base of the sailor. Growth is reduced by 7
at 1st planesman and another 6 at Chf. planesman.

This however is an effective strategy for BO and Sonar (if you choose to class to 2nd
sonar and leave it), but bear in mind the growth will be relatively low compared to a
normal Rep.

  • Re : KM SS Sailors?

    03. 03. 2011 11:07

Ultra_Dog
I would agree that the Restore and Repair ability rates would be your 2nd priority in
selecting a 14+ Potential for your sonarman, planesman or Bridge Operator positions.
You only have room for the engineer position through SS4 and no room for repair or
restore, so look for strong 11/10s in those two categories.

I would venture that a good 14 potential with 11 repair/10 restore is as good as an
Elite with 16 potential and 9 repair/9 restore.

  • Re : KM SS Sailors?

    03. 02. 2011 12:20

mako089
Bridge operator, Sonar, and Planesman would benefit from higher Repair and
Restore stats but not engine. For any sailor, a repair/restore of 10+ is a nice
bonus but don't worry about the engineer stat as it ONLY applies to an engineer
sailor.

  • Re : KM SS Sailors?

    03. 01. 2011 13:14

Ultra_Dog
Your long range goal needs to ensure you are not missing key sailors in your later
ship stages.

You will need 4 armament sailors. Two will go down the heavy torpedo route and
two down the heavy gunner route. Use your two with the best torpedo rating for
torpedo and the two with ACC or RLD for your gunners.

Your Bridge Operator, Sonarman and Planesman are Potential and try for 14+, with
an 11/10 in egr/rpr/rstr if possible.

Once you get to the U-Flak (BO L74), you will need Two Heavy Torpedomen (L59
Front and Rear) and Two Huge Gunners (L74), and Sonarman, Planesman, and
Engineer. in your support slots.

During the SS1-SS3 period, only 1 gunner slot exists. Cycle the two gunners in your
main gun slot during the progression and keep them light. You will want to use your
U-Flak guns. They are the best Machine gun type AA and they sink ships too. Upgrade everyone, vets and experts. Upgrades to your BO will affect your crash dive
and recovery speed, so good potential makes a difference.

  • Re : KM SS Sailors?

    02. 26. 2011 13:43

iron_monger
I was looking to do the same thanks

  • Re : KM SS Sailors?

    02. 26. 2011 13:28

koala44202
Go to gunner at 21 and then torper at 44. WHATEVER YOU DO, don't make him a HUGE
gunner when it's available.
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