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  • USN ss crew

    12. 13. 2012 17:03

Recommend : 0

katocrazy

i read several topics about ss crew but there are something i still confuse about

 -about skeleton sailor,i'm not sure u guys means no more rookie or just no vet??

-do any sailor need boost??

 

 

  • Re : USN ss crew

    12. 13. 2012 17:41


ccreeder

for the usn ss you need
-two torpers(base 12 or better best)
-1 sonar(base 15+)
-1 planesman(base 15+)
-1 Restore +12 for max SD goes on gun slot
-rest Engys +12 or elite.

You should boost them all if you can. skeletons crew generally means 100+vets and nothing else except maybe some experts but mainly vets and no rookies. you should only do this to your BO which for SS should be completely skeleton. so basically 1 rookie and nothing else as he is not needed for guide lines/being able to see subs. the only other sailor you should make a skeleton would be the sonarman and only at later levels.(70+) but for him you should have 109+ vets and about 100 experts or so and nothing else. (no rookies)

  • Re : USN ss crew

    12. 13. 2012 18:07


ss_submarine

Originally Posted by ccreeder

for the usn ss you need
-two torpers(base 12 or better best)
-1 sonar(base 15+)
-1 planesman(base 15+)
-1 Restore +12 for max SD goes on gun slot
-rest Engys +12 or elite.

You should boost them all if you can. skeletons crew generally means 100+vets and nothing else except maybe some experts but mainly vets and no rookies. you should only do this to your BO which for SS should be completely skeleton. so basically 1 rookie and nothing else as he is not needed for guide lines/being able to see subs. the only other sailor you should make a skeleton would be the sonarman and only at later levels.(70+) but for him you should have 109+ vets and about 100 experts or so and nothing else. (no rookies)


for sub you do NOT need rest, you need a rep.

  • Re : USN ss crew

    12. 13. 2012 18:36


Happymeal2

Originally Posted by ccreeder

for the usn ss you need
-two torpers(base 12 or better best)
-1 sonar(base 15+)
-1 planesman(base 15+)
-1 Restore +12 for max SD goes on gun slot
-rest Engys +12 or elite.

You should boost them all if you can. skeletons crew generally means 100+vets and nothing else except maybe some experts but mainly vets and no rookies. you should only do this to your BO which for SS should be completely skeleton. so basically 1 rookie and nothing else as he is not needed for guide lines/being able to see subs. the only other sailor you should make a skeleton would be the sonarman and only at later levels.(70+) but for him you should have 109+ vets and about 100 experts or so and nothing else. (no rookies)


Do a similar trimming of your rear torper as described above with the sonarman. He is important, yes, but not so important he needs to have a full crew. If you HAVE to use him, and you died from not reloading fast enough, youre probably in some deep poop anyways.

  • Re : USN ss crew

    12. 13. 2012 19:15


Happymeal2

Originally Posted by Pyrofiend

What I'm doing with my sub crew is delay classing the sonarman until SS5 level. I'm keeping him a support sailor to increase the amount of repair and SD he provides.

He's +12 restore and +13 potential.
With a boost/100 vets/ 100 rookies, he'll provide over 200 SD at SS5. 
No need to trim his recruits since he'll be lighter than a properly classed sonarman anyways.

The sonar range he'll provide isn't affected too greatly. 


Not nearly greatly enough to be worth classing on time. Youre smart.

  • Re : USN ss crew

    12. 13. 2012 19:38


katocrazy

Originally Posted by ccreeder

for the usn ss you need
-two torpers(base 12 or better best)
-1 sonar(base 15+)
-1 planesman(base 15+)
-1 Restore +12 for max SD goes on gun slot
-rest Engys +12 or elite.

You should boost them all if you can. skeletons crew generally means 100+vets and nothing else except maybe some experts but mainly vets and no rookies. you should only do this to your BO which for SS should be completely skeleton. so basically 1 rookie and nothing else as he is not needed for guide lines/being able to see subs. the only other sailor you should make a skeleton would be the sonarman and only at later levels.(70+) but for him you should have 109+ vets and about 100 experts or so and nothing else. (no rookies)


humh some1 said that the sonar man gonna be cap pretty early,so is it really need +15??

  • Re : USN ss crew

    12. 13. 2012 19:41


katocrazy

Originally Posted by Pyrofiend

What I'm doing with my sub crew is delay classing the sonarman until SS5 level. I'm keeping him a support sailor to increase the amount of repair and SD he provides.

He's +12 restore and +13 potential.
With a boost/100 vets/ 100 rookies, he'll provide over 200 SD at SS5. 
No need to trim his recruits since he'll be lighter than a properly classed sonarman anyways.

The sonar range he'll provide isn't affected too greatly. 


w8 if u delay classing sonar man how can u detect the other sub ???

  • Re : USN ss crew

    12. 13. 2012 20:21


ccreeder

i rather run a restore on my SS rather then a Rep as with a restore you can hope to reach 900 SD which is otherwise impossible except with a very high crew. i had IJN ss4 and had a Restore and had 900 SD with that and 3 engys. comes in handy in an ss fight and when taking HH. and for the +15 for sonar its more of a choice. it does cap rather early compared to some other stuff but at low levels it helps a lot.

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