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  • Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 15. 2012 15:44

Recommend : 2

IcedBroom_

This guide is meant to help the NEW PLAYERS to the sub world. Of course I would like other pro sub players to post tips and helps here if possiable. Im just making this so that new players that wanna start a sub line have a good idea on what they need,what dangers you will face,what each tier can do.

Snice you are chooseing to go into the sub world for the 1st time your gonna need a few things 1st. You will need:

2-3 +15 potenials sailors. 1 for sonarman,another for planesman and one for your BO. But the BO for a +15 is a optional choice. Some players have a +12 rep/+10 Eng/+10 Restore as a BO for there subs.(Elites are most likely the best choice)
2 +12 tropedo men. One for the front the other for your soon to have butt trops :D. (Elite would most likely be best)
1 or 2 +12 engineers. (Again Elites are the best choice)
1 +12 repair man. (Elites.....ok ima just put elites for now on so I don't explain it over and over :D)
Last but not least 1 +12 Restore man. (Elites) The restore dude is meant to put them fires out quickly and give you alot of SD so when you reach a T4 sub you should have over 500SD.

Ok now on with the sub Tiers.

You have your basic 5 tiers for a sub. (soon to come out I hope with a T6 sub :D)

Tier 1:Design to stay on YOUR TEAMS SIDE. It is not meant for going across a map to sink others. The Tier 1 just doesn't have the air or speed to cross the map.

Tier 2:Congratz you made it from the slow and painful grind to a T2 sub. This tier of sub is meant for still staying close to your team but now you can go to the mid to fight other subs. But it is still highly recomennded that you stay near your teams side.

Tier 3:Alright good job on reaching this far. Now you can use one of those support sailors on your sub. Each nations subs at this stage is different. Some nations at this stage will get a extra support slot. But not KM subs. Put the support on your gun/R slot. Now that you have a T3 sub you can now go across the map to kill the enemy team.

Tier 4:At this stage you are now in the possession of one of the deadiest tiers in the game. Now you can go across the map and just about murder anyone whom you choose. The T4 sub is one of the most fear Tiers of subs in the game. Most bb's and cv's will run if they see you. The KM T4 is meant for killing mostly subs as is all the tiers for KM sub line. You will be able to hold about 36 trops in a KM T4 sub. But be warned snice you now are at a T4 sub this means you will encounter a new kind of enemy! Sub Hunters/Anti-sub ships/ASW guys/girls will be hunting for you more snice your the biggier threat then a T3 and lower. Plus other subs will now be hunting you more now. Now you can start to use all 3 of your support sailors to gain that SD and gain the repairing,speed,and restoreing.

Tier 5:OMG I DON'T BELIVE IT YOU SURVIVE!?!?!?!Well ummmmm ok then good job :D. Congratz you now have the deadliest tiers of subs in the game! The T5 sub is the most feared ship in the game. Snice it can stay under for over 5mins or more and carry over 40+ trops. The tier 5 sub can have all the way up to 6+ trop launchers. Each one will be deadly. But for KM T5 subs you will now own almost every snigle sub that crosses your path. As I said "Almost" thats because you have to look out for other KM subs. The T5 is meant for just total carnage on the battlefield......does fighting on water count as a battlefield??Meh who cares :D it's a game. At this point you should have about 900SD and be going a max OH of 40knts on the surface and 34knts OH underwater which is of course the cap for subs. (Don't know why there ain't one for bb's >:( going 40knts+).

Ok now that we went over the Tiers of the subs we will now go over the dangers of playing a sub.

For playing a T1 sub you will most likely encouter the following dangers:

Other subs.Whom think of you as a EASY KILL.

Cv's. They'll most likely igorne you for they don't find you a REAL THREAT.

For playing a T2 sub you will likely encounter the following dangers:

Other subs. They will now take you as a threat because T2 subs can now fight back agaisnt highier tiers of subs.

CV's. The cv's will still most likely ignore but will now try and kill you if they want a easy sub kill for themselfs.
Sub hunters/Anti-sub ships. Now that you can reach out to the middle of the map some people will come all the way now just to get you.*cough*taskforce*cough*

For playing a T3 sub you will likely encounter the following dangers:

Other subs. Now you will be a real threat to them so in return there going to come after you.

CV's. Now that your a T3 the cv's will see you as a threat that can come across the map and kill them. So they will target you if they see you.

Sub hunters/Anti-sub ships. Now your worth there time to kill and if they spot you they will target you over a T1 or T2 sub.

BB's. Some bb players will be carrying HedgeHogs(PHH/HH) or even Depth Charges(DC). If you shoot at them they will stop looking at the ends of there guns sights,Look to where the trops you fire came from and fire there HH at that spot or Run away or Run right into you so you can't shoot again.

For playing a T4 sub you will likely encounter the following dangers:

Other subs. Now that the enemy subs see you as a T4 subs they will most likely try to gang up on you because now if they don't sink you they know your going to cause alot of damage on thier team or even kill them. Which can result in the difference of a win/lost. So be careful.

CV's. Now cv's will not ignore you anymore if they see you there either going to target you and kill you or run the heck away as fast as they can!

Sub Hunters/Anti-sub ships. Now your a T4 sub and sub hunters will never ignore you as they will target you over any other sub. They belive that if there targeting a T4 or highier sub at this stage that they will gain a good admount of xp,and there right they will so always be on the look out for them.

BB's. Now if a bb player knows it's a T4 sub thats shooting at him he will most likely run away. The bb's run because they have alot to deal with. They either choose stay and fight and sink he sub with HH or run away due to the fact that your teams bb is watching them and if they see there taking alot of damage from you they will know there weak and rush in for a easy kill thus ONE REASON WHY THEY RUN.

For playing a T5 sub you will likely encounter the following dangers:

Other subs. Yes of course subs will target you threwout your play threw of your sub playing career. But now most other sub drivers will be scared to even think about going near you unless there a T4 or highier. Sub drivers will never ignore you and try to call in help to kill you now. Most likely from a ASW ship or another sub to back them up.

CV's. Oh yea there never going to ignore you EVER again! They will be extremely scared of you. One main reason for this is because your like a bb5 or bb6 now. It's going to take awhole lot to kill you just like a bb. So they'll either try to Dive bomb(HH) you or Trop bomb(TB) you or HedgeHog(PHH/HH) you. But they'll still run the F away from you :D!

Sub Hunters/Anti-Sub ships. If they see you there going to keep there distance from you now unless there going to try and Depth Charge you w

 

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 15. 2012 19:34


Billme

your strategies are great and many sub players should note that.

there is a better way to build the crew tho.....

 

a much better crew set up is

sonar and planesman, 2 - 13 potential 11 restore 10 engy 10 rep sailors  (or as close as possible). the restore stat is important here because sonar and planesman cap early. class these to sailors as support sailors only for as long as possible. (this lets the restore stat grow). when you do class them, class to the first sonar or planesman class only.

 

torpedo x2 - they do not need to be elite or even a +12. torpedo is the fastest to hit its cap. a +10 torp +12 restore will be a much better sub torpedo sailor.  as you class the torp it will lose its restore stat. if you start at 12 you will be left with +1-2 restore stat. (way better than negative restore stat). torpedo stat is the reload stat, no need for any reload stat on a torp man.

 

engineer and repair - these would be the sailors to spend olives on simply because of the lack of support slots. as always boosted +12 work great also.

 

1 restore sailor- this is optional but a good idea for your gun slot at lower levels.

 

now the reason why other players dont want you to know this set up. the magic SD.

SD comes from the restore stat, common knowledge by this point. the further you delay your planes ans sonar the quicker you get to 900 SD. i have even delayed the torps a few levels before.

900 SD in a sub is the difference between jacking people up and getting jacked up.

 

900 SD + a little time behind the wheel and people will fear your SS

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 15. 2012 20:45


jotabe

Originally Posted by Billme

a much better crew set up is

sonar and planesman, 2 - 13 potential 11 restore 10 engy 10 rep sailors  (or as close as possible). the restore stat is important here because sonar and planesman cap early. class these to sailors as support sailors only for as long as possible. (this lets the restore stat grow). when you do class them, class to the first sonar or planesman class only.

 

torpedo x2 - they do not need to be elite or even a +12. torpedo is the fastest to hit its cap. a +10 torp +12 restore will be a much better sub torpedo sailor.  as you class the torp it will lose its restore stat. if you start at 12 you will be left with +1-2 restore stat. (way better than negative restore stat). torpedo stat is the reload stat, no need for any reload stat on a torp man.

now the reason why other players dont want you to know this set up. the magic SD.

SD comes from the restore stat, common knowledge by this point. the further you delay your planes ans sonar the quicker you get to 900 SD. i have even delayed the torps a few levels before.

900 SD in a sub is the difference between jacking people up and getting jacked up.

 

900 SD + a little time behind the wheel and people will fear your SS

Planesman hability do not cap, so using a +13 its a complete waste of time/money

Sonar stats do caps, but getting a +12 its not such a smart idea... restore stat its important but not as much as getting a bad sonar stat for your T2 and T3 grind

Torp reload its important: fast reload torp its the main need when chasing a fast ship or dogfighting enemy SS. Its true that they do cap early, but on back torps you need to save crew weight (leaving only something like 50 vets) so best base means best rld. I can give u that a Base +12 rest +11 torp can work better on front torp (assuming BVE)

--

On low tiers the base stat its the difference between an eficient T2/T3 sub and a crappy one. (for the record an at lvl high stat torps and planes/sonar T2 sub with a lvl 120 EBVE 200 vets engy can run at 37, pass to the enemy line and do quite nice damage)

on T4 this config posted might look good as this will give u something like 120 extra SD points, but the cost on extra vets to keep up with best based sailors its still great

At T5 with all of those supports slots there is no reason why your SS will not reach 900SD

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 15. 2012 21:12


Billme

always someone who reads half of a post them makes up stuff.......

 

a +10 torp hits its ability cap at around like 50-60, with out boost- (correct me if i am wrong but i have seen this many times throughout the forum) why spend money here?

again, the torp stat is the reload stat, torp stat is reload, torp stat is reload. reload on a torp man is the torp stat.  (the reload stat is for gunners).

 

+13 potential for sonar and planesman. (not +12) +3 off of an elite, again why waste money here? if you are not comfortable with this dont do it. + 3 x 120 =360 really the cap is that narrow? i dont think so.

 

if you run a skeleton crew you are a fool........... (i think that has been said 100 times)

 

there is no cost to keep up with capped sailors =/=

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 16. 2012 00:16


mako089

Yes I would also like to know your proof of the planesman cap.  And I have no idea why you keep repeating the Torp->reload thing.  I think we all know what Jotabe meant.  You're looking for things to pick at in his post but I find what he says makes much more sense.

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 16. 2012 23:46


jotabe

Originally Posted by Billme

always someone who reads half of a post them makes up stuff.......

i read the entire post, just quoted half

Originally Posted by Billme

a +10 torp hits its ability cap at around like 50-60, with out boost- (correct me if i am wrong but i have seen this many times throughout the forum) why spend money here?

again, the torp stat is the reload stat, torp stat is reload, torp stat is reload. reload on a torp man is the torp stat.  (the reload stat is for gunners).

LoL... a base 10 torp hits the cap arround 50/60? you mean an unboosted 109vet full expert? i don't think so... just calculate hab.

a +12 torp (109vets full exp.) will cap someting arround lvl 60's. Still a rear torp should not have much crew, so boosting and using good base its desirable. As i said before. a Base +12 rest +11 torp should work better for front torp (boost should give more SD) but for tail torpman a base 12 or elite torp should be the choice as you will not gain SD from a semi-empty sailor and you need all the reload you can get with the less crew/weight cost

In my previous post, and in this one, i never mentioned "reload hability" stat... we all know that torp hability works for torp reload time, in fack its the main use of torp hab.

Originally Posted by Billme

+13 potential for sonar and planesman. (not +12) +3 off of an elite, again why waste money here? if you are not comfortable with this dont do it. + 3 x 120 =360 really the cap is that narrow? i dont think so.

please showme where do you get that planesman hability caps. The entire SS players community have been wasting money making planes arround 200 vet just for fun?

everybody knows that Sonnar stats do cap, but this will not matter at high lvl, at low lvl better sonnar means better reaction time against enemy SS. so for making the grind best base its still best choice

as for base measures... those 2 "extra" base point (from 13 to 15) on a KM planes LVL 78 with 109vets and 200exp. can be traduced on 120.000 real hab. difference... something more or less 10% on the total real hab. of the sailor

Originally Posted by Billme

there is no cost to keep up with capped sailors =/=

only if your theory about planesman hab. cap where true

and for sonnar you will need more vets or more levels to reach cap

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 17. 2012 04:16


Billme

i was under the impression that only fighters do not have a cap. if it is fighter and planesman that is news to me.

 

i would like to get a definative answer on this, and until i do, i have to take your word on this.

is there other sailors w/o an ability cap?

if there is which sailors do not cap?

i am / was only trying to offer assistance as much knowledge of the game seems to be  hidden. i have seen many post about delay classing sonar and planesman until higher levels like into the 80's. it seems to work well for me.

 

 

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 17. 2012 10:06


Ultra_Dog

Billme's assertion that you should rethink the elite or high level sailors and get those with high rep/rest numbers has merit.

On my KM SS5, my sailors are all mediocre.  My Engineers were +11, my Sonar/Planes were +13. Even my torpers were +11.  However, they all have good rep/rest numbers also and with boosting and full vets/experts, provide 860 SD.  When I put my Chief Seaman in the gun slot, my SD hits 900. 

My low numbers have never hurt my ability during battle. 

No repairman or Restorers on my sub.


Just a note on KM:

1) If you are not using your U-Flak guns (SS4), you should have gone another nation.  The U-Flak guns are awesome.  Can rip a squadron of bombers in half or smoke a DD that gets too close.   Nothing more fun that surfacing behind that smoldering battleship and finish him off without wasting a torp.

That means you can't put a repairman or restorer in the gun slot. 

You will only have 1 slot available for 1 engineer.

2) SS5 dumps the u-flak for the useless pop gun, so the gunner slot is essentially useless (as on all other subs), and you can now put a repairman or seaman on instead.  The support slots increase from 3 to 5 and now you need 3 engineers for those slots. 

You can argue the merits of repairman or seaman or gunner, depending your needs and style.  But for me, the Chief Seaman does his job as good as the repairman and assists the other stats also.

Repair speed is great, but your primary objective is to avoid being hit in the first place.  Focus on weaponry and tactics, not licking your wounds.

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 17. 2012 16:15


jenzz

might wanna add something about weight stripping to the guide

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 17. 2012 18:24


Billme

I do personally believe that weight stripping is a big boo boo

. i think you would be a dumb dumd for reducing you abilities for 1knot.

let alone the addition loss of vets and experts because of no rookies to throw in the way of oncoming shells.

 

all rookies report to the poop deck...........

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 17. 2012 18:39


mako089

Originally Posted by Billme

I do personally believe that weight stripping is a big boo boo

. i think you would be a dumb dumd for reducing you abilities for 1knot.

let alone the addition loss of vets and experts because of no rookies to throw in the way of oncoming shells.

 

all rookies report to the poop deck...........

If something such as a sonarman or Torpedoman has reached its cap, reducing the weight on them to gain 1 knot would be a completely logical thing to do.  A simple test or calculation would tell you to what extent you could reduce the crew without sacficing performance.

I can see your point about vets/experts but I've lost vets on crews that were mainly rookies and amazingly lost 18 rookies on a crew that had mostly experts :)  Still curious why vet/expert loss is a big deal when there are methods to save them.

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