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  • Returning player.Question of my new crew

    11. 10. 2013 04:05


neil9189

Hi all. 

I am an returning player and restart with UK BB line.

And here are my crews.

2BO  yellow name and 14po/11repair (for an other line)

2 elite acc gunner  (class them to rel at time in the future)

3 elite repair

7 base 11rep/11eng engineer (class them at time in the future)

1 base 12air special force.

Will that sailors be okay in the future game playing?

And I am confusing with my engineers.

base 10/10/12 eng is hard to roll.

So I use the 11/x/11 sets. Should I level and bve them or just keep rolling the 10/12base

engineer?

afk around two years.So need some advices. Thanks

 

  • Re : Returning player.Question of my new crew

    11. 10. 2013 16:55


fiddle123

as far as I know the only base that matters for engies is engie stat (could be wrong). so +11, +12, +13(elite) is all good. Your crew looks good though... you should be ready to go. GL

  • Re : Returning player.Question of my new crew

    11. 11. 2013 00:30


EricIdle

Originally Posted by fiddle123

as far as I know the only base that matters for engies is engie stat (could be wrong). so +11, +12, +13(elite) is all good. Your crew looks good though... you should be ready to go. GL

I'd say that the repair stat is VERY important for engies. All sailors' repair abilities contribute to overall ship repair, and engineers contribute a fair amount. That's why I'd consider elite engies inferior to the others, as they only have +9 repair base.

I think OP's 11/x/11 engies are good. If you really want engies +12 with repair +10, don't worry about the restore stat at all. The 900 SD cap is reached very easily, especially with UK.

  • Re : Returning player.Question of my new crew

    11. 11. 2013 04:50


neil9189

Thanks for your post.

If I chose 10/12 Eng .

How many overheat ratio will increase with the same bve?

Or I will both get the repair 280/s and x1.7 overheat speed at high level if boost them all?

  • Re : Returning player.Question of my new crew

    11. 11. 2013 08:02


Benser33

Engineers serve two purposes. They most obviously increase speed, but every ship has its speed cap and some can be quite easy to reach, some not as much. Good engine ability helps with this, but it is generally more valued for the impact on overheat duration. More engine ability means longer OH times and there is no limit to how long you can OH for, only limits on how much ability your engineers can have.

 

An RN Engi, properly classed, boosted with max vets (rounded down to 360) and max experts gains 290,000 TA for every +1 growth. So an Elite Engi (+13) would have 580,000 more engine ability than a +11.

Overheat time increases by 1 second for every 110,000 engine ability, so with an extra 290,000 on 7 engineers would work out as an extra 18 seconds in total. Bear in mind, this was the amount of OH time gained for every +1 ability on an RN engi with a boost, max vets (360) and max experts.

And that's the maximum potential difference between an engi with +10, +11, +12 or +13 engine. Obviously the amount of extra time you get from your engi will depend on your vets.

  • Re : Returning player.Question of my new crew

    11. 12. 2013 11:57


jedizorro

If you still have faith in this game you can try one of the most powerful setups (for GB) as below:
1. Get a pair of Elite Repairer as your main gunners; late-class them:



2. Get 8 of following sailors as your engies (preferabllly Rep11/Eng12, but Rep10/Eng12 is also ok); late-class them:


If you do the math you'll find the above 2 gunners + 8 engies have already reached repair cap.

Plus, 8 engies of such will give you 462 seconds of OH, close to 8 minutes. Trust me, 8 late-classed engies will have the same (or more) OH time of 7 ontime-classed engies. But the total crew weight of 8 late-classed engies will be significantly lower (a few hundreds of tons) than 7 ontime-classed engies + 1 ontime-classed repairer. A double-gaurantee that your QV can load 11.0+ inch deck.

3. Pot14 BO and Air12 scout is good enough. No need to super-vet them.


4. For the rest of the crews, you can either use AA gunners, or HH gunners, or skeleton crew on your QV. They are all good options.

For WAW, it's highly recommended to collect your Medal points and get a pair of the Lvl90 neutral sailors. POWER-LEVEL THEM to Lvl120 AND CLASS THEM TO RELOAD GUNNER ALL AT ONCE. By doing so you'll leverage the maximum free vets on these sailors. 
 

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