The credit issue in terms of the next ship is a common problem since changes to xp a while ago. It is incredibly easy to level up now a days compared to before (took me 6 months to get a BB5 when I first started, now players are HoF'ing in 1500-2000 games). One of those things you just have to deal with till later on. Credits will become much less of an issue when you begin to get more into AA and CVs (at least until you start trying to pay for 5 BB6's).
Speed when fighting other ships is very important, looking back I worded myself some what misleading. It is more when you are providing a support role in AA that speed is not as crucial (your not so much trying to dodge shells, keep in range, etc) your biggest concern with speed in an AA boat is making sure you can keep out of other ships way lol (can even be supplemented with just paying close attention to your ship and understanding people don't like to drive in a straight line).
As you get high level crew the best way to have a fast DD/CL/CA is to use 1-2 high level engies, gunners and a BO. If you can speed cap with 1-2 engineers, and have your gunners you'll save the weight on the other supports and give yourself more speed. Similar to what people do with 70+ knt Z99s they have maybe 3 sailors on (ghosted BO, engineer and gunner).
I'll try to take a look at the math later for the gunner, but one way to do a quick test would be to look at the % that shows in the recruits row on the sailor to see what a difference pulling them off does. But the best way to explain it is really recruits do not Add to your ability but rather remove from it. Experts increase your ability X percent, and every vet increases your ability equivalent to 4 experts. Now iirc recruits never provide more than 0% to ability, however as you start to remove them they add Negative ability (or decrease your ability percent).
In case you are a math guy, the true ability formula (as adalbert provided in his forum thread) is (4*numvets+numexperts)*(total num of crew on the sailor / total num of crew that can be on the sailor) * the displayed ability.
*displayed ability being the number shown for ability on the sailor for that stat.
Just for simple math I'll use fictitional numbers that are easy to calculate. (ignore displayed ability as it will be the same for either way) 0 Vets, 100 experts, 200 recruits on a sailor that can fit 400 total crew.
(4*0 + 100)*(300/400) = 75 (4*0 + 100)*(400/400) = 100
By running 3/4th you have essentially cut your sailors ability down by 25%. So running 3/4ths full crew will cause a substantial loss in ability, the real question is how it compares to the cap and which FCS and guns you use (as they affect the spread).
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