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  • Best usn ebb

    06. 05. 2012 11:22


Wiseslayer

I have lvl 65 cv crew already got ecv and pbb sevast. Need to know which ebb is the best.

 

  • Re : Best usn ebb

    06. 05. 2012 14:26


normpearii

Depends, Which BB line did you run so far.

 

There is no "Best" EBB for you unless we know what kind of play style fits you since each of the 3 USN EBBs fit a different play style.

  • Re : Best usn ebb

    06. 05. 2012 15:46


megabstr

the new york is pretty fun.  but you kinda need a mid-high level crew to survive with the 37 knot speed

  • Re : Best usn ebb

    06. 05. 2012 16:25


V2CxBongRipz

I regret selling my New York soooo much. I would trade the 50 mil I sold it for to get it back. Much more entertaining then Midway is.

  • Re : Best usn ebb

    02. 08. 2013 17:21


Wiseslayer

Lol forgot about this. Well I took a break and am now back, I went with CV line and right now am at Enterprise lvl 72, my ftrs and tbs stink and didn't have enough so made a whole new CV crew with a BO now lvl 30 with potential +14. I've used my sevast a little don't do a big amount of dmg 30-60k now want to know which bb line to run. Don't know what different play style you're talking about I just usually go with the big bbs and shoot anything that gets in range. Only problem is I get outranged.

  • Re : Best usn ebb

    02. 09. 2013 15:15


normpearii

USN EBBs:


Missouri (EBB5) > Maryland (EBB3) > New York (EBB1) > Mississippi (EBB2) > Indiana (EBB4)


In terms of difficulty level vs total ship potential.

 

 

If you can't figure out how the Indiana (EBB4) ended up last, look at the speed cap and turn rates vs the Sodak, Norcal and the other nation's EBB4s.

  • Re : Best usn ebb

    02. 09. 2013 19:55


Wiseslayer

Originally Posted by normpearii

USN EBBs:


Missouri (EBB5) > Maryland (EBB3) > New York (EBB1) > Mississippi (EBB2) > Indiana (EBB4)


In terms of difficulty level vs total ship potential.

 

 

If you can't figure out how the Indiana (EBB4) ended up last, look at the speed cap and turn rates vs the Sodak, Norcal and the other nation's EBB4s.

Thanks for the info. I'm leaning towards the Maryland since I'm close to that level, I have lvl 77 acc. huge gunners with  accuracy 1.9k reload 1.7k and accuracy 1.7k reload 2k bought them cheap awhile back they are boosted are they good? got elite engine lvl 44 thats a restore and elite repair lvl 38. Anything else I need?

  • Re : Best usn ebb

    02. 10. 2013 01:43


danita

So you have a pair of gunners ( I think they're not that great, but they're at such a lvl that they will do), a engineer that's base a elite restorer and 1 elite repair?
You must have a lot of empty spots on your ship then, so you're gonna need a lot of extra sailors. Also that elite restorer turned engineer is pretty bad, I'd stop using it.

I'd advise you to get 1 extra BO,  a scout ( 11 or 12 base aircraft) 3 more repairers and either 2 extra gunners ( 11/11 base is good enough) + 4 engineers or 6 engineers.

Start levelling that extra BO and keep rotating your supports in to keep them all at the same level. If you don't take the extra gunner route, AA is your friend. If you do take the extra gunners route AA is still your friend, but you have the option to go Blitz as well for steady xp.
Ideally you don't want to use sailors on ships where their level is 4 levels lower than the ship level. So your 44 repair is still good to use on a Baltimore ( lvl 48), but any higher lvl ship ( a BB) and he suffers a  big xp penalty. That penalty gets really big really fast.

  • Re : Best usn ebb

    02. 13. 2013 14:14


tulsa1

I've got the Maryland and just got the Missouri.  Just started working on the Missouri

I like the Maryland because of the 4 turrets with triple tubes. 
It can throw a lot of lead.

The Missouri only has 3 turrets with triple tubes but can out range the Maryland  and perhaps hit a little harder on a per shell basis.  BUT, the Maryland with light shells of 1193 damage each can throw a potential 14316 of damage.    The Missouri with light shells of 1238 can throw a potential of 11142 damage.   The 3 extra tubes of the Maryland make a significant difference.

And this is not considering rate of fire, which is slightly quicker in the Maryland.   Over time the Maryland can throw more shells then the Missouri given gunners of equal reload ability.

And in the very rare cases of close combat, the guns in the T slot of the Maryland increase the amount of lead thrown which can mean a quick end for a surfaced SS or a DD that has gotten too close.

The trade off is range.....The missouri has more range then the Maryland so the Missouri can engage the enemy before the Maryland can.  

I think gunner lvl for the Missoui has to higher then the Maryland to be really effective.  My gunners are in the 90s and I think that around 100 or more would be what the Missouri needs, but I don't know that for sure.   Still trying to figure out what makes the Missouri work so time will tell on this point.

I've noted the Maryland is a knot or 2 faster carrying much more armor then
the Missouri, using the same 3 engineers on both.

So far, to get close to the same speed as the Maryland with the Missouri
I have no guns in the T slots.   With the Maryland, I can have dual gun tubes
in each turret of the T slots.   And that can allow u to use AA if that is your desire.

So far, I like the Maryland better, but that is because I've had it while and figured
out how to make it work.

The down side to both ships is that they are "eye catchers" meaning they attract bombers by the score.   Both ships tend to draw fire by enemy ships.   You can be in a battle group of 4 or 5 BBs and the enemy will tend to fire at you instead of some of other the ships in the battle group.

You will need at least 3 engineers on the Maryland  and Missouri plus crew members with enough SD to get the maximum of 900. 

As an aside, in calculating stacked engineers true ability using the formulas floating around, the addition of the 4th engineer with the 49% stacking number drops the speed of the Missouri by 1 knot.  The true ability of 4 engineers is slightly greater then 3 engineers with 56% stacking but the speed is still reduced.   So, make sure you have good engineers and try to keep them at the same lvl.





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