Community - Forum - View old data

Categories :  

Kriegsmarine

  Index

  • Ultimate SS guide for Kriegsmarine

    10. 11. 2009 03:58

Geo_Botoran
Noticed that most info is scattered into single question threads so here is the whole
thing from the top
  Index

  • Re : Ultimate SS guide for Kriegsmarine

    11. 18. 2010 10:14

Haslam
Sorry but so many inaccuracies on this guide.
I congratz on your effort but it need to be rewrite.

some points at random:
______________________________________________________________________

BO must be 12+Rep! 12Rep 10 Res
High POT in sub BO? for what? to see your shells lands? only if you will use 'BO reset'
Premium item later to a BB line... You need rep&res in sub. With a 13+POT you will be right!
_____________________________________________________________________
Crit Dive? First rule in sub vs sub combat (chicken rule): The one that first Crit is the
first dead. You just need to camp over crit sub until he die for crit dmg or surface to
find your torps.
______________________________________________________________________
T1 KM torps can be managed by almost any type of sailor
KM sailor
KM Support Sailor
KM Armament Sailor
KM Gunner
KM Heavy Torpedoman

You can use this to your favor in SS1 & SS2 times for training Supports (like engys befor
lvl 29) or to delay your future Torpedoman while he accumulates Rep&Res.
______________________________________________________________________

OH and time surmerged dont be relative in any way. You can OH for a day and your air is
the same.
______________________________________________________________________

At this stage of Sub system analysis is evident that torpedoman MUST be delayed so they
torp ab cap around 80+ level (one of my KM SS4 torpedoman was classed from 'KM Sailor' to
'KM Hvy. Torpedo' @90 other @78), so you accumulates more rep&res abilities. Nobody say
this but it is so math evident...
___________________________________________________________________

I hope this help to future sub drivers

  • Re : Ultimate SS guide for Kriegsmarine

    11. 11. 2010 18:48

HBlitz
I think tahat Km must have other SS because in teh WW2 they were the best with SS and i
see the french that in the rel history make few have 5 SS tell is that just!!!!!

  • Re : Ultimate SS guide for Kriegsmarine

    10. 30. 2010 23:01

crunch9876
lol ND WY U WANT THEM TO CONTINUE TO GET aaw POINTS?

  • Re : Ultimate SS guide for Kriegsmarine

    10. 23. 2010 17:40

Atillius
Great guide, looking forward to putting it to good use.

  • Re : Ultimate SS guide for Kriegsmarine

    10. 22. 2010 14:08

seeker407111
okay another question about torpmen:

I have 2 +12 torpmen... but they are lvl 1 nuets...

I have level 64 gunners (I havent upgraded them at all b/c I wanted them to continue to
get AAW points) which means they can still fire torpedoes...

the question:

is the torp ability that much important?

  • Re : Ultimate SS guide for Kriegsmarine

    10. 15. 2010 21:48

chipmunk007
thanks im just about to buy my type -II

this will defently come in handy

  • Re : Ultimate SS guide for Kriegsmarine

    10. 13. 2010 14:34

Anonymous_1
I disagree with the vast majority of tactics posted within this guide, I believe that the
poster doesn't really understand how to skillfully play a SS and the different tactics
that go along with each stage. I don't mean to troll, but the vast majority of what you
said seems false.

A few things to point out after just the tier one subs:
Priority: As a tier one KM sub, you have a very limited supply of air, VERY LIMITED, that
combined with your slower than average speed will most of the time barely get you across
the "dead zone" or the zone which lies in between the two lines of BBs... usually
signifying that you are IN RANGE and can easily be critically hit. Due to this, your
priority is pretty much what ever come into your range, I recommend trying to break any
ASW ships up if you are on a larger team with hopefully higher leveled subs to follow as
it will make their jobs easier... however if you are the only sub, Try for anything you
can get, realize that you probably will not survive surfacing so you really have one
"tank" to get you to your max damage.

Sub to Sub combat... TURNING! USE IT! you are agile in the sense that you turn pretty
well, use this advantage to its fullest potential... i recommend that you don't dive when
a torp is coming at you unless you have no hope of avoiding it for several reasons or you
are in its proximity zone: first you probably won't critical dive fast enough to avoid it
unless you saw it from FAR off, this means you will take damage, you are fragile and can't
normally take a single torp so if you tried to crit dive, now you are crippled and as good
as dead where as if you avoided it you could have kept on going. Second, if you dive and
resurface, your opponent has had time to line up another shot on you, you can't move in
critical dive, can't take that one torp and since your reload in a t1 sub with equal crew
is slow, he will probably beat you to the next salvo... Good bye, always try to dodge
first... Practice dodging torps, it isn't hard at all....

Also, your "proximity torps" do not detonate in the vicinity of an enemy ship/sub... they
detonate after a specific amount of time based on the speed you shot them at... So AIM for
the love of god, don't expect the proximity damage to sink them either... you do far more
from a direct hit than even a decently close explosion...

I don't wish to be rude but this guide given is a rough draft at best.... and should be
revised several times before it gets stickied

  • Re : Ultimate SS guide for Kriegsmarine

    10. 13. 2010 04:39

MESY
OK, let me tell you some true guildline from here.

I suppose only true hard reader who really want to know about ss would read till here.

(1)
At level, or with 120 level engines, SS always will always be too heavy to carry
enough belt armor + bulge.This imply, BO cannot get recuit, he must has zero recuit.
-----This made a +14 BO, or an Elite repair BO useless.-----
A 0.2 belt armor reduce enemy torp damage by rougely 47%, and 1.0 belt armor reduce up
to 76% or more.
You can simplily say, with 0.2 belt, you are with 200% DP, and with 1.0 belt,
you are with 400% DP, against enemy SS, or ASW only.



(2)
-----Get good Engine with more restore and repair stats-----
Most SS4 provide 2 slot for engineer. For KM SS4 provide only 1, however, KM SS4 base
OH ratio is really high,i.e., KM SS4 do not need good engineer
you will get good restore stats at SS4 and up. This would imply...

(3)
-----get good Sonar / Planesman and do not delay class
SDnet said that, Planesman performace has been improve by 50%
And, forum guy said that, there's no cap in sonar or planesman now~~~~

(4)
-----don't make both torpman full recuit
For KM SS4, you put 9 x 4 front torp, and 1 backward torp. Why would you want a fully
recuited torpman backward???!!! you have 1 torpedo only!!!

  • Re : Ultimate SS guide for Kriegsmarine

    10. 12. 2010 09:38

seeker407111
okay so I just tried to load my 65 gunners on my z99 with torps... didnt work... but I do
have level 49 gunners taht I haven't upgraded past gunner (I wanted them to continue to
grow with AAW and be able to use Torps)

my main quesiton is this: do the torp men actually have the ability to access better torp
launchers? Or can I just use my level 49 gunners who havent been classed above a gunner
(level 21)

  • Re : Ultimate SS guide for Kriegsmarine

    10. 12. 2010 09:33

seeker407111
question:

Can I use my gunners from my P pro for the torps? Or do I have to level up 2 more torp
men? My gunners are level 65 right now...

1 2 3 4 5 6 7