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  • SS Vickers lack of submersion time & speed

    10. 12. 2013 13:33


Havoq

New player.

BO with +13 Growth
2nd planesman with +13 air supply
2nd engineer wit +23 ENG
2nd Sonar with +16 sonar
Heavy Torp with +26 Torp
And I have the deck gun spot


My problems:
1. The ship feels like it's peddle powered. I feel like the slowest ship in every match.

2. It's RARELY stays down long enough to reach anything I can shoot and when I do spot and close in the BB line behind uses my sighting to kill my target right as I come into range.

2a. Seriously, this idoit ship feels like the air tanks have holes in them. Why do other subs stay down 4x longer than I do?

3. In AAW my peddle powered sub turns too slowwwwwwww and has no rear torps. I've stopped trying to engage other subs.

4. If I stay on the surface about 50% of the time I am sunk or crippled with the 1st salvo aimed at me.

When you combine the lack of speed with lack of submersion time...it amounts to a very frustrating "why bother experience".

Any ideas how to fix this? What am I doing wrong?

 

  • Re : SS Vickers lack of submersion time & speed

    10. 14. 2013 23:41


mako089

Remember, the planesman does nothing for how long you stay underwater.  That is determined by the submarine you are using.  The planesman does only one thing  which is refill your air.  The better the planesman, the faster he will refill your tank.

I will continue to suggest going for a traditional gunship or at the very least, try AAing on a nation such as KM.  It's fairly easy to learn (excellent teaching tool for manual), you aren't in harm's way, Good low level XP and credits/points, and it's probably the best way to gain experts on your sailors which greatly improve their performance.  In case you were going to ask - yes you can put "foreign" sailors on but they will not be able to operate armaments and will add very little repair/eng etc.  They will gain XP at the same rate.  I'm not suggesting IJN AA because the building/classing for those sailors are not suitable in your case.

If you plan to keep that Kuma BO as a torpedo ship BO, strip the recruits to save weight just like SS.  If you aren't firing guns at long range(BO spots and marks your shells), you might as well save the weight and reallocate it to another sailor.

Good luck and feel free to ask more.

  • Re : SS Vickers lack of submersion time & speed

    10. 16. 2013 00:50


Havoq

Ah, wow.  I had no idea that planeman was how fast air recharged.  I thought it was submerged time.  Thanks for that info.

  • Re : SS Vickers lack of submersion time & speed

    10. 19. 2013 20:32


Havoq

Originally Posted by mako089

Remember, the planesman does nothing for how long you stay underwater.  That is determined by the submarine you are using.  The planesman does only one thing  which is refill your air.  The better the planesman, the faster he will refill your tank.



Alright, so I am in SS2 now.  I remade the planesman and leveled him to L50. 
He's a 15 Po.  Right now his stats are: +17 Airsupply , 825 Ability. 
Takes 3 minutes to recharge air.
I put my +13 Air supply, 574 ability guy back and it takes 3 minutes to recharge air!
I took out my sonar guy and put them both in.  It took right about 3 minutes to recharge air!
I took both planesman out and it took 3 minutes to recharge air!

The Planesman doesn't do a damn thing!



  • Re : SS Vickers lack of submersion time & speed

    10. 19. 2013 21:29


phantom3553

Originally Posted by Havoq

Originally Posted by mako089

Remember, the planesman does nothing for how long you stay underwater.  That is determined by the submarine you are using.  The planesman does only one thing  which is refill your air.  The better the planesman, the faster he will refill your tank.



Alright, so I am in SS2 now.  I remade the planesman and leveled him to L50. 
He's a 15 Po.  Right now his stats are: +17 Airsupply , 825 Ability. 
Takes 3 minutes to recharge air.
I put my +13 Air supply, 574 ability guy back and it takes 3 minutes to recharge air!
I took out my sonar guy and put them both in.  It took right about 3 minutes to recharge air!
I took both planesman out and it took 3 minutes to recharge air!

The Planesman doesn't do a damn thing!





put some vets, experts and boost your planesman... and you won't feel anything at first but at higher level you'll see the difference

  • Re : SS Vickers lack of submersion time & speed

    10. 20. 2013 10:23


Havoq

Put some Vets on my boat?  Is that really the answer?  Then what do stats do? 
It's a level 50 Planesmen with 15 Potential and -it- does nothing.

  • Re : SS Vickers lack of submersion time & speed

    10. 20. 2013 13:26


phantom3553

I don't know how to explain how base work I'll let other correct it but i'll try...


let see, base growth shows you how much it will grow per level but this doesn't mean that you have a good base growth its already the best cause you need too vets and experts in order to increase your sailor's ability...

if you highlight a sailor you can see a number and a bar on each ability, its shows you the ability of your sailor... to increase your ability, you need to put experts and vets...

(i don't know if its this is still the value i just got it from trainworld.us)
rookie contribute 100% ability
experts contribute 150% ability
vets contribute 200% ability

heres a sample (its my nub +11 uk rep :D)


as you can see my sailors ability especially the rep stat...  if you got only rookies at your planesman, the number on your ability and the bar beside in is low and short, the more experts and vets you have will add it up until you reach its cap...

oh and the prem boost it will add 13%(?) to your growth/base

a 100 vets and full experts on your planesman would be fine, unless you want to spend lots of money and overvetting it, not our decision...

hoping mako could explain more :) or correct if my explanation is wrong 

  • Re : SS Vickers lack of submersion time & speed

    10. 20. 2013 23:33


mako089

Originally Posted by Havoq

Originally Posted by mako089

Remember, the planesman does nothing for how long you stay underwater.  That is determined by the submarine you are using.  The planesman does only one thing  which is refill your air.  The better the planesman, the faster he will refill your tank.



Alright, so I am in SS2 now.  I remade the planesman and leveled him to L50. 
He's a 15 Po.  Right now his stats are: +17 Airsupply , 825 Ability. 
Takes 3 minutes to recharge air.
I put my +13 Air supply, 574 ability guy back and it takes 3 minutes to recharge air!
I took out my sonar guy and put them both in.  It took right about 3 minutes to recharge air!
I took both planesman out and it took 3 minutes to recharge air!

The Planesman doesn't do a damn thing!

Well planesman do work.

1) at level 50 without boost, full vets, and experts for any sailor, don't expect much of performance increase.

2) You should start to notice improved abilities into the late 60s.  By that time you should have gained a fair number of experts and the size of your crew will be greater as well.

3) Also make sure for anything other than the BO, keep the recruits at max.

Phantom's crew illustrates things quite well.  That's what your crew will probably end up looking like down the road.  The 50s can be a pain.  Once again I suggest going AA because it helps for learning manual and earning experience/credits/experts.

 

  • Re : SS Vickers lack of submersion time & speed

    10. 21. 2013 20:46


ZechsII

Originally Posted by Havoq




The reason I gave up the gun ships is that I suck at manual aiming to the point where I'm NOT having fun.  And, everyone out there out ranges me.  I know it takes practice....but it's just not happening for me and I lost patience.




all players starts on that situations, once you know the procedures, youll be okay.

  • Re : SS Vickers lack of submersion time & speed

    11. 15. 2013 07:18


tulsa1

It starts being fun with an SS at T3.   A high lvl boosted Eng (about lvl 80) with plenty of vets and experts will give you great OH duration.    If no enemy SS around...use it.   You'll get in the enemy BB line and give them heck.

A boosted planesman with plenty of vets and experts will do wonders for your air refill time.  Surface, pop smoke and refill......then dive and continue.

Finally, if you use the ship tuning airtank increase...your submerged range will increase.

  • Re : SS Vickers lack of submersion time & speed

    11. 18. 2013 09:08


tambok143

SS3 is alot of fun if you could penetrate the middle (sucks at SS wars against KM, our turn rate sucks)

2 salvos can kill or heavily damage most BB4-5 ships, can't wait to get to SS4 *drools at 8 torps*

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