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  • newbie help

    08. 20. 2011 20:12


Uzimari
Ok so just starting play and not really sure how to pick nation or how to get a better ship... I have points and credits so far only seen them being usefull to buy crew on AH?

Any help suggestion ... also help me choose a side not sure general I join the underdogs have since playing another ship game.

I am under standing controls firing/ aiming so far but just unsure if there is some sort of tech tree or what not like that tank game?





*Edited game names - Ny* 

 

  • Re : newbie help

    08. 20. 2011 20:22


mrgunster
yes theres ship tree just like ***** ,

http://trainworld.us/NF2/English/index.html

or simply click on the Game INFO on the above Tab and see



on what nation to choose, its up to you, different nation excel in different area.



*Edited game name - Ny*

  • Re : newbie help

    08. 20. 2011 20:41


Happymeal2
Did he mention another game? JAJA REPORTAH!

Follow this link. It will be a huge help in getting you started

http://www.nf-guides.com/

  • Re : newbie help

    08. 20. 2011 20:48


Uzimari
Originally Posted by Happymeal2

Did he mention another game? JAJA REPORTAH!

Follow this link. It will be a huge help in getting you started

http://www.nf-guides.com/



Ty

Ill be reading up on it

  • Re : newbie help

    08. 20. 2011 20:56


richardphat
Unlike that tank game, you don't need 5-6 different crews to drive different tank.

In NF, you only need one set crew and you're probably good for all CL/CA/BB line.

An SS crew will work for all SS line, and so does CV.

  • Re : newbie help

    08. 20. 2011 21:05


Invinciblor
Welcome to the game. nf-guides.com should answer your basic questions about choosing a nation and earning (the right to buy) new ships. In addition to that, allow me to share a few tips that I found helpful when I started:


Don't spend your credits on anything you don't really need at lower levels. Things you will need credits for includes buying new ships when you level up to them, buying guns and ammo, and repairing your ships. You can sell ships and guns back, but you don't get a full refund.

Reloading ammo and repairing your ship after battle happens automatically by default, but it still costs credits, though at lower levels repairs and ammo are cheap. The only expensive ammo is for the 7.2" Mark 10 Projector LL (AKA hedgehogs or HH). You'll learn quickly that HH are popular, hated, less effective than actual guns, and very expensive to use for new players.

Don't spend your points needlessly either. Classing up sailors becomes very expensive at about level 20+, and you don't really earn lots of points until higher levels. If you can't afford to class a sailor up on time and he levels up as a lower class, he will lose out on stats upgrades permanently.

A bigger reason for conserving your points and credits is because you can't trade with other players unless you at least 150k of each (or, 50k of each when your bridge operator hits level 30). Many established players are willing to donate points to help new players, but you need to manage your resources carefully or you won't even be allowed to trade with them to accept their charity.

Don't invest too many points or credits into your first crew, because there's a good chance you'll learn much more as you play, and you'll decide you want to be a different nation or you need a different crew setup or whatever. It took me a couple crew restarts before I really built a solid foundation for a high level crew.

*Edit to add*
You'll do yourself a huge favour if you learn to use manual firing controls sooner rather than later. To use manual firing, you have to sell the "auto" FCS from a ship and buy an "aiming" one.

  • Re : newbie help

    08. 20. 2011 21:14


Uzimari
Ok i see some the nations arnt listed what are the SN and MN pro & cons???

Also judging but post counts the look the least played atm?

Also whats the diff between the aiming and range one?

P.S. manul aim seems pretty clunky to me....

  • Re : newbie help

    08. 20. 2011 22:40


Invinciblor
Originally Posted by Uzimari

Ok i see some the nations arnt listed what are the SN and MN pro & cons???

Also judging but post counts the look the least played atm?

Also whats the diff between the aiming and range one?

P.S. manul aim seems pretty clunky to me....


USSR's Soviet Navy and France's Marine Nationale are both new, and Italy hasn't come out yet at all. Someone with better perspective on the differences can give you the highlights. Suffice to say that the "official" advantages aren't always the actual advantages.

I assume you mean the difference between "aiming" and "finder" FCS types? I'm not entirely sure what finders are for, but the accuracy revision value has a significant impact on how tight or sloppy your gun spread is. Both aiming and finders use manual controls, but the finder FCS are impractical for gunnery.

I think everyone finds manual aiming hard to learn. It took me several hours, and I've heard others say they took days to get the hang of it. But using automatic aiming is impractical once you get into larger gunships with long ranges and slow reload times. There will also be a transition at some point where close-up low-angle broadsiding gives way to high-angle plunging fire, so angle control on the guns is very important.

  • Re : newbie help

    08. 20. 2011 22:46


phantom3553
Originally Posted by Uzimari

Ok i see some the nations arnt listed what are the SN and MN pro & cons???

Also judging but post counts the look the least played atm?

Also whats the diff between the aiming and range one?

P.S. manul aim seems pretty clunky to me....


MN
pros
small hit box
uber range aa the 3.5" ones
nice speed
cons
lowest range of all nation
3.5" aa damage is like a marshmallow :D

SN
pros
2nd longest range nation
good fire power (its hurt)
nice spread

cons
slow
turning rate is low
high shell hangtime
low displacement (which mean can't be mount with armor fully)

  • Re : newbie help

    08. 20. 2011 22:56


Uzimari
Originally Posted by phantom3553

Originally Posted by Uzimari

Ok i see some the nations arnt listed what are the SN and MN pro & cons???

Also judging but post counts the look the least played atm?

Also whats the diff between the aiming and range one?

P.S. manul aim seems pretty clunky to me....


MN
pros
small hit box
uber range aa the 3.5" ones
nice speed
cons
lowest range of all nation
3.5" aa damage is like a marshmallow :D

SN
pros
2nd longest range nation
good fire power (its hurt)
nice spread

cons
slow
turning rate is low
high shell hangtime
low displacement (which mean can't be mount with armor fully)



So would there be a good nation to focus on LC or BC ... also is there much of a reason to have these seeing as BB seem to be at the end of each tree assuming that makes them the best in that line?

  • Re : newbie help

    08. 20. 2011 23:42


Invinciblor
There's three end-games to plan for. You'll either want to be thinking CV, BB or SS. Most people recommend the battleship route to start with, and everyone I spoke with pushed me heavily to go either USN or RN BBs as they're supposedly the most noob-friendly. RN battleships are more robust, and USN is well-balanced with terrific fighter planes, giving you options to branch out into other ship lines with a shared crew.

Subs require special crews and weird stat/class combinations to hit their peak potential, and they cap out at a lower level. Carriers can really rake in the credits but they play more like an RTS and pilots are especially stat-sensitive.

If you want to go the gunship route, the tier 6 battleships have nine support slots and two pairs of gunner slots (two of which you might want to use for repairmen instead of gunners, depending on your nation). Some good advice I was given for that is to level two BOs along with your crew. It'll let you see more different kinds of ships, give you time to level your big crew on the small ships, and your main gunner pair will out-level your other sailors (which is important for accuracy). If you set out on that plan, make sure you get some opinions on which types and numbers of support sailors you'll want. The nation specific forums have some good thoughts for planning if you're up for some searching.

Or you could do what I did, and level to 30 about 3 different times, selling your non-yellow-named sailors through the in-game trade system to get some credits and some points back so you can afford to start over (and over).

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