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  • ss crew?

    08. 07. 2011 21:04

Recommend : 0

hailfixr23

Was wondering what crew members are needed for a ss, and what stats I shuold try to roll for each. thx

 

  • Re : ss crew?

    08. 07. 2011 22:53


RedHerrINGS
basic ss crew is more or less :

1 ... BRIDGE OFFICER ......15/14 pot
2 ... TORPEDO MEN ........... 11/12 torp
1 ... SONAR MAN ..................15/14 pot
1 ... PLANES MAN ................15/14 pot
1 ... ENGINEER ................... 12/11 eng
1 ... REPAIRMAN ................. 12/11 rep

optional .. can use a SEAMAN ...
also - some use RESTORER ...

  • Re : ss crew?

    08. 07. 2011 23:55


aingeal
Originally Posted by RedHerrINGS

basic ss crew is more or less :

1 ... BRIDGE OFFICER ......15/14 pot
2 ... TORPEDO MEN ........... 11/12 torp
1 ... SONAR MAN ..................15/14 pot
1 ... PLANES MAN ................15/14 pot
1 ... ENGINEER ................... 12/11 eng
1 ... REPAIRMAN ................. 12/11 rep

optional .. can use a SEAMAN ...
also - some use RESTORER ...



why the heck would you need elite BOs for SS? You nerf the line on it to save weight if you are smart.

Go for something that gives rep or SD rather, you really have NO NEED for potential there. 11/11 rep/restore or higher is what I'd suggest.

Same for sonar, as far as I can see it seems to cap quite early.

Same for torps. You dont need +12. Go with higher rep, still keeping 9-10. You'll have the reload capped out by SS3 if you BVE them.

The only sailor that really needs an high potential is the planesman. That one make sure you get 14 or an elite for him.

  • Re : ss crew?

    08. 08. 2011 00:02


hailfixr23
thx .vm thats very helpful.

  • Re : ss crew?

    08. 08. 2011 11:57


NIborGER
Originally Posted by aingeal

Originally Posted by RedHerrINGS

basic ss crew is more or less :

1 ... BRIDGE OFFICER ......15/14 pot
2 ... TORPEDO MEN ........... 11/12 torp
1 ... SONAR MAN ..................15/14 pot
1 ... PLANES MAN ................15/14 pot
1 ... ENGINEER ................... 12/11 eng
1 ... REPAIRMAN ................. 12/11 rep

optional .. can use a SEAMAN ...
also - some use RESTORER ...



why the heck would you need elite BOs for SS? You nerf the line on it to save weight if you are smart.

Go for something that gives rep or SD rather, you really have NO NEED for potential there. 11/11 rep/restore or higher is what I'd suggest.

Same for sonar, as far as I can see it seems to cap quite early.

Same for torps. You dont need +12. Go with higher rep, still keeping 9-10. You'll have the reload capped out by SS3 if you BVE them.

The only sailor that really needs an high potential is the planesman. That one make sure you get 14 or an elite for him.


i prefer +12torpers and cut them down to the cap.. around 850k true ability since they dont realle offer additional rep/rest and so they have a lot dead wight.
Sonar man dont really cap. its the sight range that "jumps". u can find the ability requiered for the rangejumps in alaberts ability guide in old forum data. i think it was 680k/1150k/2150k true ability. thus high potential is good and after hitting final cap cut him down. planesman mainly potential with rep/rest beeing nice adds.

  • Re : ss crew?

    12. 06. 2012 22:10


HMS_superb

take all engies, no point in slow repairing when u could just dodge incoming torps

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