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  • E/B/V/E SS

    01. 16. 2011 10:56

Rick5000
Hello NF,


I'M about to buy a whole E/B/V/E/ subcrew.

But i've got a few questions:


1. What nation should i choose? I'd like a sub with a well reload, but also a nice
speed (not the slow subs, AND NO KM PLEASE)
2. Since I buy a SS starter pack, boost etc, i've heard its a waste to make an elite BO,
so should i roll a BO with engine stats and potential??
3. B/V/E when i buy, or wait a while?
4. Imideatly class my sailors if they can class (like the sonarman) or wait, i've heard
waiting gives more ability?
5. What means cappig ability, i've heard people about capping, is it getting down
your ability, or what?


Thanks!
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  • Re : E/B/V/E SS

    01. 17. 2011 08:55

Gedis
well if you are too lazy to roll and get the best crew, then you are fine with elites,
the difference is not that huge...

the part of:
"BO: My friend told me, i should Vet my BO because if i dont "torpedos will miss (go
under the enemy's ship)"
is tottally wrong.

didn't unsterstood this:
"And putting a nation sailor (being BO soon) onto another ship, will this also work
with my torpers? If yes, will this influence the ability from the sailor?"

  • Re : E/B/V/E SS

    01. 17. 2011 07:36

Rick5000
So should i just buy elites, and B/V/E them, or roll all myself.

Elites have best stat they need (for example engy, you got 13 engy) and if i boost it,
its really good, but as i hear now my guys will get too heavy?

BO: My friend told me, i should Vet my BO because if i dont "torpedos will miss (go
under the enemy's ship)

And putting a nation sailor (being BO soon) onto another ship, will this also work
with my torpers? If yes, will this influence the ability from the sailor?

SONAR AND PLANES: Could i Buy them elite, or just roll them?

I actually want to buy all elites, but as i read here i should roll them myself, im kind of
too lazy for that, so is it worth it to buy Elites?

  • Re : E/B/V/E SS

    01. 17. 2011 07:19

Gedis
So i have done some tests and ericidle was right, updated my post.

  • Re : E/B/V/E SS

    01. 17. 2011 05:20

EricIdle
comment on above post (Gedis):

- only the engy makes use of the eng stat. So do get good rep/res stats for your sonar and
planesman, but forget about the eng stat for them. It won't make the slightest difference.
It is amazing what "urban myths" are circulating for Navyfield. Read Adalbert's posts on
ability to be clear (the basics are NOT outdated).

  • Re : E/B/V/E SS

    01. 17. 2011 03:11

Gedis
1) BO - must be skeleton (0 rookies/0 experts/0 vets) or at least ghosted, since full
crew BO could be usefull only by increasing SD and rep rate, but that's the job of
support crew.
So SS BO can be any neut sailor, because it's skeleton stats don't matter.
Also, if the BO is skeleton => abilities don't matter, so then there is no reason to
class it on time.
Roll any neut, at lvl 1 remove rookies, then at lvl 12 ONLY choose nation for him, but
do not class him as BO (this way you will be able to put this sailor on any boat for
faster lvling) - it's called powerlvling. Keep it that way untill SS3 or even better untill
SS4 and only then class him as BO (you will get SS4 way faster).

2)Torpers - my advise is to roll torpers with +12 torp and with +10 in repair and in
restore (+11 or +12 in rep/rest would be even better) - this way they will increase
your SD and rep rate too.
Class on time.

3)Sonarman - again, roll a neut with stats of +15 pot and also +10 in rep and rest
(the higher stats the better) - this way it will increase your SD and rep rate.
Class on time.

4)Planesman - same as sonar.

5)Engies - yeah elite engies will make your sub reach speed cap faster, but also will
cause your sub having less SD or rep rate, so i advice rolling +12 engies with at
least +10 in rep and restore - this way they will increase your SD and rep rate too.
Class on time.

6)Repairs, if you'll have free sailor spots on your sub (most probably on SS4), you
gonna need to fill them up, so roll a neut with +12 in repair and at least +10 in
restore - this way they will increase your SD too.
Class on time.

NOTES:

Now about boosting, boost all your SS crew with exception of BO - since it's skeleton.

Engineer/Engineers, Sonarman and Planesman needs to be in submarine's support
slots to work, while Rep/Reps can be on R(gun slots) to work.

Later your crew will get too heavy for SS4, so you'll have to reduce the number of
experts and rookies on your torpedo sailors. Since torpedo reloading speed is (was -
maybe they changed it?) capped at 850k true torpedo ability, this is your limit of
torpedo man ghosting.

BTW, you'll need a lot of time = patience while rolling such crew, but you'll have the
best SS crew!

  • Re : E/B/V/E SS

    01. 17. 2011 01:59

mszutyanyi2
Excuse me for differ the original post, but we know the new accuracy and reload caps. The
new reload cap is exactly 2.6mill true reload ability. The new accuracy cap is between
1.62mill and 1.7mill true accuracy ability at lvl120.

Check this out:

http://navyfield.com/board/view.asp?Num=184459&Sort=D07&Order=re_upday&PageSize=20&Page=1&SearchPart=title&SearchText=accuracy%20cap&Ctg_1=&Ctg_2=&Ctg_3=&Mode=ok&Page2=2

Bye,
Mark

  • Re : E/B/V/E SS

    01. 16. 2011 22:20

XtremCarnage


The torp reload cap is easy to reach so dont pay an arm and a leg for high level ones

sonarman : just by having him on board at minimum level he will give about 300% more sight
range underwater, at lvl 120 he will give like 440% ... so as you can see its not that
worth it to pay through your nose for a high level one

Planesman :
for a base 14 bve planesman
with no PM you need 270 seconds to recharge air
with lvl 30 PM you need 112 seconds
with lvl 120 PM you need 52 seconds

so basically theres not that much difference, you could buy an elite supervetted 120
planesman and have like 30 second recharge but its not really worth the price you would
pay unless you are really hardcore about it

in the end you could level your torpers, planesman and sonarman yourself to 60ish and you
will be just fine, the things that matter are your engineers and whatever other support
you can fit. You should aim to get 900 SD because that will make the biggest difference




  • Re : E/B/V/E SS

    01. 16. 2011 18:24

UmbralRaptor
The new accuracy cap is a pita to find, so most of us just assume that it's 20% higher
(like the reload cap). There are some posts in this forum about the new reload cap. It's
approximately 2.5 million true ability, though should vary a bit depending on the gun's
base reload.

  • Re : E/B/V/E SS

    01. 16. 2011 18:08

eSHkidd
Everything umbralraptor said was right on it.

@UmbralRaptor
where's up to date info on the new accuracy and reload caps?

  • Re : E/B/V/E SS

    01. 16. 2011 17:41

UmbralRaptor
1. Reload time won't be all that long for any nation. For further info, I'll defer to a
more dedicated sub player.

2. If you really want to roll a BO with good stats, I'd lean towards repair and restore.
That said, the BO's stats tend to be irrelevant since most people (myself included) ghost
their SS BOs...

3. Whenever you want/have the money. I wouldn't bother to boost or vet the BO for the
reasons in part 2, though.

4. Engineers, repairers, torpedomen, and gunners should be classed on time. (note that if
you choose a nation where torpedomen have an option to be classed back to gunners, do not
take it.) Classing sonarmen and planesmen late (and/or keeping them at 2nd) reduces their
"main" ability, but increases their repair/restore.

5. A capped ability is one that cannot be increased any further. More sailors with that
ability, experts, vets, levels, etc won't help. The gunner accuracy cap is a partial
exception, since that does increase with level. Adalbert's guide has some information on
the various ingame caps (though it is out of date on the accuracy and reload ones).
http://www.navyfield.com/board/view.asp?Num=84358&Sort=D07
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