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  • Starting a CV crew

    10. 30. 2011 12:08

Recommend : 0

Chaosheavens

OK, I've played BB and I HATE THEM, either I'm horrible with BBs or just am not capable of using one...actually both! So....I'm starting a CV crew. I know the basic CV crew is made of FP, DB/TB, and the BO, but my question is how does a good CV6 crew look?

How many FPs?
And I'm going to be using DB so, how many DBs?
AA Gunners or HH capable gunners?
Medic/Seaman?
Would a CV6 have Repair Men/Engineers/Restore men on it?

I know I'm asking a lot but I just want to make a good crew so that I have a CV that I'm happy with. Also im not sure if it would be useful but I know I'm going USN for CV, I hear nothing but good things about them!

Any and all help is very much appreciated!

 

 

  • Re : Starting a CV crew

    10. 30. 2011 13:26


Iced8383
BBs get better with tier...

A typical CV crew is 6 FPs 2 DBs. As for gunners AA isn't really needed since you have FPs for AA duty, and AA gunners in USN are worthless. So I'd go for HH capable ones. Get a seaman too, from what I've heard medic is worthless. A seaman and 8 FPs would take up all your support slots on Midway, and gunners would take up the two gun slots, so you'd have no room for supports.

  • Re : Starting a CV crew

    10. 30. 2011 13:47


Chaosheavens
Originally Posted by Iced8383

BBs get better with tier...

A typical CV crew is 6 FPs 2 DBs.....Get a seaman too, from what I've heard medic is worthless. A seaman and 8 FPs would take up all your support slots on Midway, and gunners would take up the two gun slots, so you'd have no room for supports.

6FPs seem like a lot, would 4 FPs still be a good choice, allowing the room for support sailors? Also when making a seaman what 'stat' should i be trying to get the highest, Potential or something else?

Also I understand that BBs do get better with tier but I'm not good with range/angles, dodging, knowing the field, and how and when to fire.

  • Re : Starting a CV crew

    10. 30. 2011 14:27


Iced8383
Originally Posted by Chaosheavens

Originally Posted by Iced8383

BBs get better with tier...

A typical CV crew is 6 FPs 2 DBs.....Get a seaman too, from what I've heard medic is worthless. A seaman and 8 FPs would take up all your support slots on Midway, and gunners would take up the two gun slots, so you'd have no room for supports.

6FPs seem like a lot, would 4 FPs still be a good choice, allowing the room for support sailors? Also when making a seaman what 'stat' should i be trying to get the highest, Potential or something else?

Also I understand that BBs do get better with tier but I'm not good with range/angles, dodging, knowing the field, and how and when to fire.


Get 6 FPs. You'll thank me later on. 4 FPs is too little if you plan to grind all the way to Midway. Also, for your seaman go for a high fighter stat.

  • Re : Starting a CV crew

    10. 30. 2011 14:30


phantom3553
Originally Posted by Chaosheavens

Originally Posted by Iced8383

BBs get better with tier...

A typical CV crew is 6 FPs 2 DBs.....Get a seaman too, from what I've heard medic is worthless. A seaman and 8 FPs would take up all your support slots on Midway, and gunners would take up the two gun slots, so you'd have no room for supports.

6FPs seem like a lot, would 4 FPs still be a good choice, allowing the room for support sailors? Also when making a seaman what 'stat' should i be trying to get the highest, Potential or something else?

Also I understand that BBs do get better with tier but I'm not good with range/angles, dodging, knowing the field, and how and when to fire.


6 is fine, trust him his a nuby us cv player (jking ^^ peace), (e.g. most cv3 launch 8 planaes = on 6 pilots you could launch 3 3 2 wave per 3 pilots faster than 4pilots which launch 4 4 setting per 2 pilots)

  • Re : Starting a CV crew

    10. 30. 2011 14:31


solid_ghost
They all are right but I rec instead of gunners a eng/rest and medic

  • Re : Starting a CV crew

    10. 30. 2011 14:32


solid_ghost
They all are right but I rec instead of gunners a eng/rest and medic

  • Re : Starting a CV crew

    10. 30. 2011 14:59


Iced8383
Originally Posted by solid_ghost

They all are right but I rec instead of gunners a eng/rest and medic


I believe that medics have virtually no effect nowadays. Also engies don't even work on gun slots.

  • Re : Starting a CV crew

    10. 30. 2011 16:56


Chaosheavens
OK, so 6 FPs it is...

Originally Posted by solid_ghost

They all are right but I rec instead of gunners a eng/rest and medic

Being that I truly don't know what it is that engys/restorers do if I was to skip the Gunners I would go with reps...besides from what I understand they are the only support sailor that works outside the support slots.

  • Re : Starting a CV crew

    10. 30. 2011 17:24


Iced8383
Originally Posted by Chaosheavens

OK, so 6 FPs it is...

Originally Posted by solid_ghost

They all are right but I rec instead of gunners a eng/rest and medic

Being that I truly don't know what it is that engys/restorers do if I was to skip the Gunners I would go with reps...besides from what I understand they are the only support sailor that works outside the support slots.


Restores work on gun slots as well.

  • Re : Starting a CV crew

    10. 30. 2011 17:50


Chaosheavens
Originally Posted by Iced8383

Restores work on gun slots as well.

Oh, well like I said I have no clue what it is they do lol.

So I just spent like an hour rolling this crew and what to know: Time well spent or time well wasted? xD

BO- +14 Potential
All 6 FPs- +11 Fighter
Both DBs- +12 Bomber

I haven't gotten around to rolling the seaman or gunners yet. When rolling the seaman should I take the time to get him at +12 Fighter or just go with a +11?

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