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  • US sub tree

    01. 10. 2012 09:44


XkenX
I'm thinking of starting a us sub and was wondering how the sailor layout on the different us subs are like, couldn't find that info from trainworld or the website

According to trainworld, these are the no. of slots available on each sub
O type 3(2): 1bo, 2 torpers, 1planes, 1 sonar
S type 3(3): 1bo, 2 torpers, 1planes, 1 sonar, 1 eng
Barracuda 4(3):   1bo, 2 torpers, 1planes, 1 sonar, 1 eng  + ?(what slot is that? is it deck gun?)
Cachalot 4(4):  1bo, 2 torpers, 1planes, 1 sonar, 2 eng  + deck gun? 
Gato 3(5):  1bo, 2 torpers, 1planes, 1 sonar, 3 eng or 2eng and 1rep?

is the extra slot on barracuda and cachalot for gunner? if so, do u guys who are experienced with us subs actually use gunner? or put other sailors or leave it empty?

apart from this, if you have experience playing us subs, plz feel free to share with me. Especially on the ghosting of crew, i'm still quite confused on that
 

 

  • Re : US sub tree

    01. 10. 2012 10:47


KingCong
O type: 1BO, 1 torper, 1 gunner, 1 planes, 1 sonar
S type: 1BO, 1 torper, 1 gunner, 1 planes, 1 sonar, 1 Eng
Barracuda: 1BO, 2 torper, 1 gunner, 1 planes, 1 sonar, 1 Eng
Cachalot: 1BO, 2 torper, 1 gunner, 1 planes, 1 sonar, 2 Eng
Gato: 1BO, 2 torper, 1 gunner, 1 planes, 1 sonar, 3 Eng

SS1 and 2 have only front torps

The gunner slot is commonly used for a repair or restore you can also put an engineer on. He will not contribute to the OH speed but if you are speed capped, he will just add OH time.

Ghosting crew is when you trim all rookies/vets/experts off a sailor so he weighs 0 tons and is usually done on the BO since your sonar will be solely responsible for sight range. It can help gain speed but you lose out on repair/restore ability. Furthermore, you can over vet your sonar and torpers and then cut their rookies to save weight.

On the topic of crew, most people get sailors with abilities that correspond to their job e.g. high torp ability for torpmen. However on subs, you can get creative. Since torp and sonar cap early and operator is not used you can opt for high repair/restore sailors.

You can also late class your sonarman since he gains higher rep/rest ability as a simple support sailor for a few dozen levels before promoting him to sonar. All this but your planesman needs to as juiced as possible and preferably Elite since refill rate is uncapped.

You will get different preferences from different sub players but I hope this helps.

  • Re : US sub tree

    01. 10. 2012 19:06


normpearii
Originally Posted by KingCong

O type: 1BO, 1 torper, 1 gunner, 1 planes, 1 sonar
S type: 1BO, 1 torper, 1 gunner, 1 planes, 1 sonar, 1 Eng
Barracuda: 1BO, 2 torper, 1 gunner, 1 planes, 1 sonar, 1 Eng
Cachalot: 1BO, 2 torper, 1 gunner, 1 planes, 1 sonar, 2 Eng
Gato: 1BO, 2 torper, 1 gunner, 1 planes, 1 sonar, 3 Eng

SS1 and 2 have only front torps

The gunner slot is commonly used for a repair or restore you can also put an engineer on. He will not contribute to the OH speed but if you are speed capped, he will just add OH time.

Ghosting crew is when you trim all rookies/vets/experts off a sailor so he weighs 0 tons and is usually done on the BO since your sonar will be solely responsible for sight range. It can help gain speed but you lose out on repair/restore ability. Furthermore, you can over vet your sonar and torpers and then cut their rookies to save weight.

On the topic of crew, most people get sailors with abilities that correspond to their job e.g. high torp ability for torpmen. However on subs, you can get creative. Since torp and sonar cap early and operator is not used you can opt for high repair/restore sailors.

You can also late class your sonarman since he gains higher rep/rest ability as a simple support sailor for a few dozen levels before promoting him to sonar. All this but your planesman needs to as juiced as possible and preferably Elite since refill rate is uncapped.

You will get different preferences from different sub players but I hope this helps.

I've never noticed OH time ever being increase by putting an engy on the T slots. I've always OHed for shorter time the couple of times I've tried an engineer on the T slots. I'm almost sure the Engine stat on the R and T slots is completely disabled.

  • Re : US sub tree

    01. 10. 2012 23:22


Biter_Wylie
USS Gato - 1 BO 2 TORP 1 SONAR 1 PLANES 3 ENGINEER 1 REPAIR (located in gunner slot)

Engineers do not work in gun slots. Repairmen and Restorers do work in gun slots.

All of your crew should have a high restore stat as well as a high stat in there core ability. This will help as you get into SS3,4,5 to a target of 900SD.

  • Re : US sub tree

    01. 11. 2012 01:18


XkenX
im confused, trainworld says that gato only has 8 slots, but u guys mentioned 9slots in total, so does the gato have 8 or 9 slots?

btw, should i ghost my bo? cuz i asked around in game, and some ghost their bo for the spd, but lose out on the sd, so im not sure if i should ghost my bo for the spd. Like what Biter_Wylie said, my bo has 11restore stat, so im not sure if i should ghost my bo since i wanna get 900sd, any advice?

  • Re : US sub tree

    01. 11. 2012 10:21


Biter_Wylie
Originally Posted by XkenX

im confused, trainworld says that gato only has 8 slots, but u guys mentioned 9slots in total, so does the gato have 8 or 9 slots?

btw, should i ghost my bo? cuz i asked around in game, and some ghost their bo for the spd, but lose out on the sd, so im not sure if i should ghost my bo for the spd. Like what Biter_Wylie said, my bo has 11restore stat, so im not sure if i should ghost my bo since i wanna get 900sd, any advice?


I assume that trainworld must mean 8 slots plus the BO.

My advice regards ghosting.

Your goal should be to reach the Torpedoman reload cap front and rear on the Gato. This is important as it your only trump card against kM SS. These are what you will come up against 90% of the time. You will be able to ghost your crew quite hard and achieve this. Test your reload speed with a full crew in the mission area and then strip them back until you see it drop.

Your bridge operator will probably not want to be ghosted too hard during SS123 as he will add good SD, but you can start stripping more away during SS45. So do not vet him or you cannot remove them later. And you will need the crew space at L120 for full engineers and repairman.

Your Sonarman will want to be fully ghosted upto SS4, but at SS5 you should look at filling him with a full crew and trying to reach max sonar range. This is massive - about 17 pips on your guidelines. It will let you engage the enemy using slow torps to try and reduce the SD of your enemy, and also gain attack position against enemy SS with less sonar range.

Planesman needs 80% crew to work - so good repair and restore are important as he will add a nice amount at high level.

Your SS5 Gato goal is 0.2 Belt (halfs torp damage) 900SD and 34knots dived, 40 knots surfaced. 17 pips sonar range. Not easy to achieve but if you start with the right crew it is much easier.

Attacking

The Gato has a high dud rate so try to use the maximum range for stationay CV's and enemy kM SS. Remember the proxi torp is king, so as good as the Gato is you will need to be very very focused when fighting kM SS. Use the 6 front to your advantage, and remember you have a nice sting in the tail (but dont forget the dud rate so if you have a good shot use all 4 torps, after this it is a who turns fastest competition and you will loose - See below)

Defending

The kM SS is a much better ship in terms of SS v SS. Better turn rate and just as tough. Remember they only need to shoot past you to hit you, and when turning to re-engage they only need to fire in front of you to hit you :/ Remember if they chase you, you are still dangerous so do not always feel the need to carry out the engagement on there terms. If you can run to the enemy BB line and do some damage, that might be a better option than getting sunk!

Look out for Dive Bombers - They hurt if they hit! Torp bombers have almost no effect unless your already badly hurt.

Anyway..... - Enjoy US Submarines - It is very painful from SS 1-4 but at SS5 it is imo the best SS in Navy Field (Just keep your wits about you against kM SS even SS3 or 4)

  • Re : US sub tree

    01. 11. 2012 14:52


KingCong
Originally Posted by normpearii

I've never noticed OH time ever being increase by putting an engy on the T slots. I've always OHed for shorter time the couple of times I've tried an engineer on the T slots. I'm almost sure the Engine stat on the R and T slots is completely disabled.

Yeah did a test, i stand incorrect. Repair on the R then.

  • Re : US sub tree

    01. 12. 2012 18:42


Emperor_Kai
Can you reach the speed cap of a USN SS with 2 engineers? Or do you need 3?

And when you say Repairman work on the Gun slot, those that mean it does its job of repairing and can be used to shoot?

I run an SS4, Im 4 lvls away from a Gato and I have no idea if to be getting the 3rd engy or not. Im getting 37 knots surfaced and 32 on dive with my 2 Engys.

  • Re : US sub tree

    01. 13. 2012 00:03


Biter_Wylie
Hi

You do not need a 3rd engineer to reach the speed cap 34knots Dived 40knots surfaced. Of course to do this you will need either High level (120) Engineers or a lot of vets. This speed cap 34/40 is also achievable on SS4 with two engineers. If your SS4 is not speed capped, neither will your SS5.

But without a 3rd engineer your Over Heat will be as much as 40 secs less. You will need him also to give 900SD.

So get a third engineer.


Repairmans ability to repair works in gun slot. But he cannot use the guns.

  • Re : US sub tree

    01. 13. 2012 09:40


tulsa1
You need clarification on SS1 and SS2

O type 3(2): 1bo, 2 torpers, 1planes, 1 sonar
S type 3(3): 1bo, 2 torpers, 1planes, 1 sonar, 1 eng

O and S subs have no rear torpedo tubes. Instead, one of the slots is for the deck guns. Therefore instead of 2 torpers it should be 1 torpedoman and 1 gunner.

However, In hundreds of games hunting Subs, I can only think of about 3 times of being shot at by the deck gun of a SS1 or SS2. I've seen a few, including myself, use the deck gun for AA on a SS but it's an exercise in frustration. 1 flack burst with a slow reload time. In surface battle, you may get a shot or 2 at an attacking DD or FF but you will be totally outgunned. Once you are on the surface in an O or S class sub...you are highly vulnerable. The deck gun is good for the last great act of defiance before you head to Davy Jones Locker. Use it if you want but it just takes up valuable space on an O or S class sub.

Most players will put a repair/restore/seaman in the gunner slot to help with soft defense. You can put an engineer or torpman to help with soft defense and to help lvl your future SS crewman. However, it is quicker and easier to lvl your future engineer and torpedoman on another ship in Blitz or GB rooms.

It is very important that your Planesman be boosted. i.e. a Premium Sailor. He impacts your air resupply time. The faster he refills your air, the soon you can dive, and the safter you will be. The second sailor you need to boost is your engineer. You will need to extend your Overheat time. You can either buy, win, or trade olives for Premium sailors. Olives can be earned by logging into the attendance part of the NF web site. A premium sailor boost costs 40 olives at this time.

Finally, boosting your Sonarman will help you see further underwater, a necessity for seeing enemy subs.

So, for a Great SS crew boost these 3 sailors.

  • Re : US sub tree

    01. 13. 2012 09:44


tulsa1
You need clarification on SS1 and SS2

O type 3(2): 1bo, 2 torpers, 1planes, 1 sonar
S type 3(3): 1bo, 2 torpers, 1planes, 1 sonar, 1 eng

O and S subs have no rear torpedo tubes. Instead, one of the slots is for the deck guns. Therefore instead of 2 torpers it should be 1 torpedoman and 1 gunner.

However, In hundreds of games hunting Subs, I can only think of about 3 times of being shot at by the deck gun of a SS1 or SS2. I've seen a few, including myself, use the deck gun for AA on a SS but it's an exercise in frustration. 1 flack burst with a slow reload time. In surface battle, you may get a shot or 2 at an attacking DD or FF but you will be totally outgunned. Once you are on the surface in an O or S class sub...you are highly vulnerable. The deck gun is good for the last great act of defiance before you head to Davy Jones Locker. Use it if you want but it just takes up valuable space on an O or S class sub.

Most players will put a repair/restore/seaman in the gunner slot to help with soft defense. You can put an engineer or torpman to help with soft defense and to help lvl your future SS crewman. However, it is quicker and easier to lvl your future engineer and torpedoman on another ship in Blitz or GB rooms.

It is very important that your Planesman be boosted. i.e. a Premium Sailor. He impacts your air resupply time. The faster he refills your air, the soon you can dive, and the safter you will be. The second sailor you need to boost is your engineer. You will need to extend your Overheat time. You can either buy, win, or trade olives for Premium sailors. Olives can be earned by logging into the attendance part of the NF web site. A premium sailor boost costs 40 olives at this time.

Finally, boosting your Sonarman will help you see further underwater, a necessity for seeing enemy subs.

So, for a Great SS crew boost these 3 sailors.

1