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  • MN CV Guide

    03. 11. 2010 03:43

Dkingz
Hello Everyone,

Here's a little guide I put up for all those future MN CV players out there and those who
are already on their way. Hope This Helps. I know its long but it's worth it.

-Dkingz

--------------------------------------------------------------------------------------------------------------
Edited March 11, 2010:
*[richardphat] - Classing Sailors - Addition
*[Happymeal2] - FP Comparison of Nations - Correction
* Added - Boosts/Vets/Experts
Edited September 4, 2010:
*[hachioji] - Being a TB/DB Whore... - Correction/Addition
*[V2CxBongRipz] - T3 FP Stat - Correction
Edited December 29, 2010:
*Added and Revised a Few Things
Edited December 30, 2010:
*[Rizzo2010] - Changed Joffre Sailors Capacity
*[PlanZ] - Changed PCV lvl.
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>>THINGS TO KNOW ABOUT MN PLANES:

Fighter Pilots: US > KM > IJN > UK > MN
Dive Bombers: MN > IJN > KM > US > UK
Torp. Bombers: MN > UK > US > IJN > KM

Advantages:
MN Dive Bombers and Torp. Bombers have the highest fuel capacity and the highest
bomb damage and torpedo damage compared to any other nation.

Disadvantages:
MN fighters have the lowest fuel capacity, lowest max speed and a semi-good
offensive power/dp, but considering all the factors MN fighters are the worst, your are
out-fueled and out-gunned, so here's the break down:

Stats For T3 Fighter Planes Comparing All Nations:
-Fighter Max Speed: IJN > US > KM > UK > MN
-Fighter Fuel Capacity: IJN > US > KM > UK > MN
-Fighter Offensive Power: KM > MN > IJN = US = UK
-Fighter DP: UK > IJN = US > KM > MN

--------------------------------------------------------------------------------------------------------------

>>THINGS TO KNOW ABOUT MN CARRIER SHIPS:

Before you get to your first MN Carrier, you will be going through 6 different ships:

1. Jaguar (DD) lvl. 12
2. L'Aroit (DD) lvl. 17 <[or]> Le Fantasque (DD) lvl. 18
3. Mogador (DD) lvl. 24
4. Pluton (CL) lvl. 28
5. Emile Bertin (CL) lvl. 36
6. La Galissonniere (CL) lvl. 42

The MN Carrier Ships Are:

(CV1) Dixmude lvl. 50 ----------------------------- [1,764,000 Credits]
(CV2) Bearn lvl. 62 -------------------------------- [3,118,925 Credits]
(CV4) Joffre lvl. 79 --------------------------------- [4,797,625 Credits]
(CV5) Arromanches lvl. 97 ----------------------- [6,788,125 Credits]
(PCV) Daladier lvl. 100 --------------------------- [NF Store: $6.99]
(CV6) Liberte lvl.120 ------------------------------ [50,000,000 Credits+20,000,000, Points]

(CV1) Dixmude -------------------------------------- [1 BO, 2 Arm, 5 Support]
(CV2) Bearn ----------------------------------------- [1 BO, 2 Arm, 6 Support]
(CV3) Joffre ------------------------------------------ [1 BO, 2 Arm, 7 Support]
(CV5) Arromanches -------------------------------- [1 BO, 2 Arm, 8 Support]
(PCV) Daladier -------------------------------------- [1 BO, 2 Arm, 9 Support]
(CV6) Liberte ---------------------------------------- [1 BO, 2 Arm, 9 Support]

Advantages:
The main advantages of MN Carrier ships are the fact that they are relatively very
small compared to its other counterparts, and each carrier has the ability to load Guns,
AA or HH. The MN PCV is the only non-CV6 to be able to launch 12 planes at once.

Descriptions of MN Carriers:

-(CV1) Dixmude lvl. 50 [aka. The Cute Grey One}
This ship is relatively small and cute, but it packs more punch than any of the starter
carriers you can get at lvl. 50 [of course excluding the IJN CL Oyodo and the IJN CA
Mogami(1944)]. With 3 armaments to load and a little bit more space than the IJN Hosho and
US Bogue, it's a bombshell.

-(CV2) Bearn lvl. 62 [aka. The Golden Sub Killer]
With 14 armaments to load on this carrier, 7 on each side, this is a monster. Of course
this is more of a personal preference, but if you load all the armaments with HH, no sub
can touch you. But I've also tried using AA on the bigger armaments and HH on the smaller
ones and just put different ammo's on A/B respectively, and it works fine (just note that
switching between the two you have to account for reloading especially with the HH).
Whatever the case, there are a lot of arrangements for this sub killing cv.

-(CV4) Joffre lvl 79 [aka. Worth the Grind]
Being able to only launch 7 planes at once with the Bearn, and now 9 with this ship, this
is definitely worth grinding for. With more plane space for a wide range of arrangements
from attack cv to a fp-whore cv, it all works for this carrier. For those of you who are
sub killing fans, even though there are only 4 armaments, your gunners at this time should
be reloading those HH pretty quickly enough to still be a force to reckon with against
subs. Then again you can always go for the 3" duals (lvl20's) for some long range AA. Or
just use plain guns to the job. Sleek and thin this ship is the ultimate db dodger if
there's such a thing.

-(CV5) Arromanches lvl 97 [aka. The Small Of Them All]
The size of this ship is truly amazing, its so small compared to all of the other nations
CV5's, I'm still amazed by the number of question I get asking if this ship is really a
CV5. Enough speed and turning force to dodge most db's attack. The set-up for the
gun slots are awkward enough to shun most people from using AA. This ship built to be a
support ship, staying way back behind the lines. Of Course its totally up to you how you
want to use this, whether you go all out complete dive bombers on this or have a bit of
both fps and dbs/tbs, it'll be a blast. I find that to make a most of the gun slots, I put
HH on the 2 slot side and Guns on the other side.

-(PCV) Daladier lvl 100 [aka. Cant Believe This Isnt A CV6]
First thing I must point out is this is the only Non-CV6 Carrier that can launch 12 planes
at once, all the other PCV's from all the other nations can only launch 11. But then on
another note this ship is a copy cat of the KM PCV Hindenburg with only a slight
golden/brown color. But unlike its KM sister this ship is more durable and stunning. Its a
good ship. Definitely worth my 7 bucks.

-(CV6) Liberte lvl 120 [aka. Looks Better Then The MN BB6]
It has 12 gun slots each with 104 space enough to carry 6.1D Trips, I gotta say compared
to the De Grasse it looks better, and its more durable. Of course the Midway still has the
most gun slots of 18. I can't really say much about this ship, I like the way it looks but
other carriers do find it disturbing enough to constantly just spam Fighters over the
carrier fearing and waiting for the DB's. I have yet to find a perfect niche for this
carrier. For now this carrier is only better than the PCV Daladier in looks, plane space,
and guns. But hey this is still AWESOME. Uber-Pwnage.

--------------------------------------------------------------------------------------------------------------

THINGS TO KNOW AS YOU GO ON YOUR WAY FOR YOUR MN CV:

[WHAT SAILORS DO YOU NEED FOR CV]
- For your first MN Carrier the Dixmude, there will be 5 Support Slots, 2 Armament Slots
and 1 BO Slot. Obviously there is no way you can fit all the sailors you need to for a CV5
which can take up to 8 pilots, but for now you will have to decide which one you will want
to train first. You can always either train the rest later or buy anything else you need.

>What you will need by your first carrier:
-Bridge Operator (BO) [REQUIRED]
-7 Sailors Total [Choose Your Configuration]

>Sailors You Can Choose [Substitute the Slots for Sailors of Your Choice]:
-Pilots (FP/TB/DB)--------------------------------- [Recommended]
-Gunner (x2)------------------------------------------ [Optional]
-Seaman (Increases Ability of All Sailors)-------- [Optional]
-Support (REP/ENG/REST)------------------------ [Optional]

*My configuration was 1 BO, 4 Fps, 1 Eng, 2 Gunners for my first CV for a total of 1 BO
and 7 Sailors, luckily for me as I reached the CV2 Bearn I was able to buy 2 Dbs. Choose
your sailors you want to add wisely.*

[CHOOSING PILOT RATIO'S]
- There are many different ways to choose the ratio of how many fighter pilots or tb/db
pilots you want to have in your carrier. Keep in mind that the max the highest level
carrier can have is a total of 8 pilots. Here are the types of CV players in Navyfield:

-0 fps, 8 tbs/dbs <--------- TB/DB Whore CV Player [Rarely Used (But who cares?)]
-1 fps, 7 tbs/dbs ***[Not Recommended for Use]***
-2 fps, 6 tbs/dbs <-----
-3 fps, 5 tbs/dbs <------}
-4 fps, 4 tbs/dbs <--------}- Balanced CVPlayer [Likely Used In Blitz/GB/GB2]
-5 fps, 3 tbs/dbs <------}
-6 fps, 2 tbs/dbs <-----
-7 fps, 1 tbs/dbs ***[Not Recommended for Use]***
-8 fps, 0 tbs/dbs <-------- FP Whore CV Player [Likely Used In Harbor Assaults]

[BEING A TB/DB WHORE CV PLAYER]
- Using this ratio of all db or tb is rarely ever used since the probability that other CV
players will easily kill your planes with their own fighter pilots is extremely high.
Probability of winning is extremely low. Yet this hasn't stop players from doing so. {Note
to Players: Probability of winning depends player to player, but for people new to CV'ing
having a balanced CV is best, then they can experiment as they please. I would know
personally since I am a DBW type of CV player, enemy's fps cant take over all the air
space so there's always a blind spot and I do pretty well.}

[BEING A BALANCED CV PLAYER]
- Any where from using a ratio of 2fps, 6 tbs/dbs to 6fps, 2fp/tbs is what I consider to
be a balanced player, of course 4fps, 4tbs/dbs are a much more balanced CV player but
either way it is still possible for the CV player within this ratio to balance teamwork
and one's self. Most CV player fall along these lines and have a high chance of winning,
now just depending on the players skill and balance.

[BEING A FP WHORE CV PLAYER]
- You will likely see high lvl-players using this ratio of all fighter pilots, and since
players are more focused on just scouting and shooting enemy planes, most of these players
have a high chance of winning. But a CV player can never take over the whole air space,
there will always be gaps. Only problem with this is by using this ratio is you can also
get stuck and pinned if the enemy fps are better than yours.

[BUYING A CARRIER]
- Carriers of all nations come at a hefty price tag, starting at 1.8m credits for the
first MN Carrier and then growing by twice or by a million for the next ship. You should
start SAVING UP EARLY.

[CLASSING SAILORS]
- Most people may already know this but for those of you who don't, as you start leveling
your sailors make sure to class them the moment they are able to, don't wait or hold off
on classing them [take for example leaving them to be special forces for more exp gain
than classing them into scouts when they reach the level to be classed as scouts] Also
known as Power Leveling. As you reach higher levels, the points that your sailors
accumulate over leveling from the added stats gained from being classed will count much
more than just what planes they fly and nation.

- For example, we have two carriers (one KM and the other MN), now lets assume each
carrier has the same lvl pilots, same amount of vets/experts and both have been boosted.
The only difference is the KM Fighter Pilots have been Power Leveled and the MN Fighter
Pilots have been classed respectively at the right times. A fight between the two carriers
using T3 fighter planes [taking in account that KM fighter planes are much better than MN
fighter planes] the MN Carrier Fighter Planes will surely win. Even tough the MN FPs have
lower stats than the KM Fighter Pilot, the points accumulated from being classed as soon
as possible is greater than the power leveled points of the KM Fighter Pilot classed much
later. Thus CLASS YOUR SAILORS AS SOON AS POSSIBLE.

[BOOST/VETS/EXPERTS ON SAILORS]
- Also known as B/V/E [or bve for short], these are things bought from the NF store which
you can be add to your sailors in this case Fighter Pilots, Dive Bomber Pilots or Torpedo
Bomber Pilots to help increase their stats and points ability. [Note this can be added to
any type of Sailor regardless of what class] Since Most CV player invest heavily on making
sure their pilots are boosted and vetted/experted since these significantly do help with
survivability for tb's and db's planes and how well the fps fight. As you start to reach
higher levels you should consider b/v/e your sailors, better yet do it early as you can.

-Boosts [$2.49 for 1] - Also know in the NF Store as Premium Sailors, added on only one
sailor one time to increase the abilility of a sailor by 20%, increasing a sailors Stat
and Points by 20%.

-Experts [$2 for +100 x2 or +10 x2] - Bought in packs of two, these are added to your
sailors and converts 100 or 10 rookie sailors in your Sailor to Experts which greatly
increases the ability of your points not the points itself.

-Vets [$2 for +10 x2 or +1 x2] - Also bought in packs of two, these are added to your
sailors and converts 10 or 1 expert sailors in your Sailor to Veterans which greatly
increases the ability of your points more so than experts.

[AA GUNNERS FOR MN]
- As most people already know, if you don't then listen up, to use MN AA guns your
sailors must remain gunners, DO NOT UNDER ANY CIRCUMSTANCE CLASS THEM AS MACH GUNNERS, for
they will be useless and take up your valuable sailor space, just leave them and class
them as if your using them as gunners and they will work perfectly fine using AA Guns.

[BEING A PRO CV PLAYER]
- A Pro CV player knows how to be a team player, Carriers play important roles in the
battlefield, they scout for their fellow Battleships and keep enemy Battleships blind by
killing enemy scouts. So plan accordingly in how many db/tb/fp pilots you want to use on
your carrier, because in the end its not how many ships you killed by using your db's or
tb's, what matters the most is if your team is winning or losing because of you.
  Index

  • Re : MN CV Guide

    08. 24. 2010 14:12

V2CxBongRipz
Some corrections are needed.

Stats For T3 Fighter Planes Comparing All Nations:
"-Fighter Max Speed: KM = IJN = US > UK > MN"

In reality: IJN>USN>KM>UK>MN

"-Fighter DP: US = IJN > KM > MN > UK"

In reality: UK>US=IJN>KM>MN

"Fighter Pilots: US > KM > IJN > UK > MN:"

In terms of pilots only: USN>KM>MN>UK=IJN

  • Re : MN CV Guide

    08. 16. 2010 14:30

PlanZ
This is a very informative and helpful guide. I highly recommend anyone thinking of
grinding/training a French carrier crew absorb the information that is presented in this
topic. I have recently started a French Carrier crew (+12) and will be running in the
configuration of 4/4 but I have yet to decide whether I will run 2DB/2TB or make it 4TB or
even 4DB. What I am concerned about is I want each flight to have roughly equal flights so
if I choose 2/2 that will mean that possibly when I reach the Arromanches my flight will
be two 5/5's which could be a length wait to launch aircraft. I appreciate any comments or
thoughts/input anyone can give me as to how my 4 Bomber's (either TB/DB) should be
rationalized and what ratio I should use.

  • Re : MN CV Guide

    07. 14. 2010 11:33

marko30001
could you add the # of support slots for each of the CVs
you have the CV1 ones but not the rest.

  • Re : MN CV Guide

    07. 09. 2010 11:11

pi22over7
Nice guide, long reading but it helps me a lot I might wanna do another few lines
now

  • Re : MN CV Guide

    06. 28. 2010 14:23

lampis96
all the work are fighters they give you credits and all the exp you want also Torpedo
bombers and dive bombers are useless without good fighters because they need protection in
order to survive in battle since france has bad fighters it's not so good(IN MY OPINION)
nation for having cvs every nation has it's advantages and disadvatges for example us has
good,strong fighters but their bombers do very bad damage you have to choose the nation
which can fit you.I will try the MN cv1 dixmunde and i will see their fighters in battle

  • Re : MN CV Guide

    05. 13. 2010 22:30

adis340
thanks...very helpfull...:)

  • Re : MN CV Guide

    05. 09. 2010 07:47

ryuuka
[quote][BEING A TB/DB WHORE CV PLAYER]
- Using this ratio of all db or tb is rarely ever used since the probability that other CV
players will easily kill your planes with their own fighter pilots is extremely high.
Probability of winning is extremely low. Yet this hasn't stop players from doing so.[/quote]

I know a DB whore account with 7DB 1seaman that has over 1k games in CV only and a winrate
of 68%

Winrate is usually dependant on skills then next is how the player's playstyle is.

If a CV (FW OR BW OR hybrid) plays for the team, his probability of winning increases.

If a CV (FW or BW or Hybrid) plays for the self, whether to farm atk or creds, there's a
lower probability of winning unless he is very talented at BW and kills multiple capital
ships at critical areas or he farms creds while scouting at the same time.

This same theory applies to all ships really. If a DD goes into a GB2 with DC/HH equiped,
his probability of defending his capital ships increases, thus increasing his chances of
winning for the team.

A CA/CL that AAs for his team or HH/DC SS will help his team.

A good CA that knows when to defend his BB when he's injured or rush when the enemy is
crippled will also help the team in that respect.

In conclusion, BW CVs probability of winning is dependant on each individual BW CVs, like
any other BB.

-End Rant

  • Re : MN CV Guide

    04. 19. 2010 06:54

hachioji
"[BEING A TB/DB WHORE CV PLAYER]
- Using this ratio of all db or tb is rarely ever used since the probability that other CV
players will easily kill your planes with their own fighter pilots is extremely high.
Probability of winning is extremely low. Yet this hasn't stop players from doing so."

I`m a CV user (not MN though), and my DBW winrate in GB2 was about 70%. This
shows that the sentence I quoted from this sticky is just a lie.

I usually don`t use DBW CV just because it is too tiring.

  • Re : MN CV Guide

    04. 07. 2010 10:10

Dukeboy
After bringing my MN CV Crew to lvl 100

Running setup 4 FT 2 TB and 2 DB

TB and DB are totally awesome and the best in Game.With 10 of them and a perfect hit you
can oneshot every BB3 .Thats the good thing on MN CV.

Now to the really bad thing.The FT are totally not worth to lvl them.Not only that they
are the badest in dogfight to other Nations the most i hate on them is the fuel.Normally i
move my FT to the enemy side to scout and try to protect my Bombers but with MN its not
possible to make this basic CV Tactics.If they reach the enemy line they want come back
and if you let them over the enemy line you are not able to bring the second Squad over
the enemy line before they are out of fuel.If you load Bombers the FT are down before you
push them to the middle of Map.Its not my playstyle to play Bomber only but with MN you
are only happy as Bomberwhore.Or alternate you drive with minimum 6 FT but then you run
out of them every Battle if you try to play Cv basics what mean you try to scout for your
team.


Second bad thing is the very long Grind from Bearn to Joffre 17 lvl and then to
Arromanches 18Lvl.

I have all Nations minimum to CV 5 now and my List is as follow without to estimate any
special on the Lines its only my personal sight of Cv Nations


KM>UK=IJN>US>MN

  • Re : MN CV Guide

    04. 07. 2010 09:33

BoRe
"Fighter Pilots: US > KM > IJN > UK > MN
Dive Bombers: MN > IJN > KM > US > UK
Torp. Bombers: MN > UK > US > IJN > KM"

my list:
Fighter Pilots: UK = KM > US = IJN
Dive Bombers: IJN = KM > US = UK
Torp. Bombers: UK > US = IJN > KM
idk where MN fits in there.
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