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  • Help With Sailor Selection

    02. 27. 2015 21:44

Recommend : 0

Quenirland

I have the following [NEW] Sailors that I am looking at for "Adding to my Ship Crews"; or, for "Replacing Existing Ship Crew Sailors"; or, for "Dismissing to Find Better Sailors".

 


 
To fill out my Ship Crew Rosters, I am looking for...
 - Sailor Slot #1: CV_Restorer
 - Sailor Slot #2: TB_Pilot
 - Sailor Slot #3: TB_Pilot
 - Sailor Slot #4: TB_Pilot
 - Sailor Slot #5: CV_Fighter

Some of the above [NEW] Sailors have been Selected for the purpose of Replacing Existing Sailors.

However, I need compile the Sailors that are to be replaced.

 

  • Re : Help With Sailor Selection

    03. 03. 2015 03:59


Quenirland

Originally Posted by Kogard

Again with Potential Stat... What's got into you...

Even CV/Escort and SS BO doesn't need Potential, they need repair & restore.

For main gunners, at least 11 acc/11 reload, For AA gunners 12 reload priority (rep/res 10).

 

"As far as Sailor Quality is concerned, this batch is pretty pathetic; except, for the 2 or 3 Sailors that I will be using for replacing Existing Sailors."

2-3? They all bad replacements. If u want to replace existing sailors, please use ur time/patiance to roll a good ones (12 in the main stat u looking for).



I plan on Posting the Existing Sailor and the [NEW] Sailor Replacement Pairs for your critique.

Actually, in one Sailor Replacement Set, the Existing Sailor and the [NEW] Sailor have the same 10+ Attributes; but, the [NEW] Sailor's POTENTIAL is +1 Higher than the Existing Sailor.

POTENTIAL isn't a High Priority for me; but, a Higher POTENTIAL Sailor with the desired Non-POTENTIAL Attributes is more favorable (in my opnion) than a Lower POTENTIAL Sailor with the Same Non-POTENTIAL Attriibute Values.

Yea...On the Time & Patience...But I didn't with this Batch Of [NEW] Sailors because of the "CV-guide" Topic Thread Sailor Attribute Arguments.

You guys wanna comment on how lousy I manage my Sailors...well...This Topic Thread is all about that.

  • Re : Help With Sailor Selection

    03. 03. 2015 04:15


mako089

I'm just trying to make things simple for you.

You can keep any +12s.  When someone says +12,  it means +12 in any non potential abilities except AAW because AAW is not an activated stat.

For potential - Don't keep anything lower than 14.  Even with 14, I would only keep it if it had at least 10 in repair and restore.

This is the other reason you don't have to say +12 in non potential because nobody would ever keep a +12 potential.  When you say +12 - not one person here would ever imagine that to refer to potential as a +12 or lower, actually +13 potential and lower are pretty much worthless.

And about your 11 accuracy & Fighter.  Whatever potential they have, both are exactly the same sailors.  Next, if you had to change them into something it would probably be best off as a fighter pilot.  Even with 11 accuracy, without good reload it would be a poor gunner.  Remember, these abilities are NOT totaled and averaged etc.  The ability of that sailor and only that sailor contribute to the gun, torp launcher, aircraft they are operating.

Originally Posted by Quenirland

POTENTIAL isn't a High Priority for me; but, a Higher POTENTIAL Sailor with the desired Non-POTENTIAL Attributes is more favorable (in my opnion) than a Lower POTENTIAL Sailor with the Same Non-POTENTIAL Attriibute Values.

**NO DIFFERENCE**   Exactly the same.   You've slowly started to listen - let go of that potential fetish.    These sailors  as they level up will eventually end up with NEGATIVE Potential growth and the displayed ability will reach zero.  So even if you prefer a 13 to 11, they will all become 0 and it will not matter even to you.

  • Re : Help With Sailor Selection

    03. 04. 2015 13:59


phantom3553

just like the others said, POTENTIAL isn't needed for other stat

for main gunners you only need at least 11 acc / 11 rel (12 rel / 11 rep for aa)

pilots goes only for fighters and bombers stat

support, +12 rep with +10 restore, engine +12 with +10 rep or so depend on the player stat combination

and to repeat it again, only sonar, planesman and BO will benefit for the potential stat nothing more nothing less

and if you check the sailor tree under game info

you'll see that some sailor will lose potential growth for example RN Gunner

when you class a newlyy nationalize sailor to arm. sailor it will lose 14 potential when you class him  to gunner it will lose 4 potential 

so if you have a gunner with 15 potential it will become to -3 potential after you it reach gunner

  • Re : Help With Sailor Selection

    03. 05. 2015 04:30


rocketeer1

All of this is moot now.

Buy Super Elites. 

  • Re : Help With Sailor Selection

    03. 10. 2015 09:21


mako089

Well I've seen him leveling in his FF.

In case you do read this - I saw you using an FF-Y at times.  I'm not sure about the level of the sailors you were using but you were using single torp launchers which makes me believe that your neuts were quite low level.  If that is the case, the level gap between crew and ship is too high and your sailors are going to be taking an XP penalty.  Keep this in mind and use ships that are closer to the level of your crew.  There are plenty of neutral DDs that can hold 6-7 sailors.

  • Re : Help With Sailor Selection

    03. 10. 2015 11:32


EricIdle

Originally Posted by mako089

Well I've seen him leveling in his FF.

In case you do read this - I saw you using an FF-Y at times.  I'm not sure about the level of the sailors you were using but you were using single torp launchers which makes me believe that your neuts were quite low level.  If that is the case, the level gap between crew and ship is too high and your sailors are going to be taking an XP penalty.  Keep this in mind and use ships that are closer to the level of your crew.  There are plenty of neutral DDs that can hold 6-7 sailors.

... and also, give neutral sailors a nation before level 25 or they will stay neut forever.

  • Re : Help With Sailor Selection

    03. 10. 2015 15:05


schutt

Out of the pictured sailors i would delete all. The bomber12 might be the best, but has pretty awfull repair.

 

Roll 12 in main stat

look for 10+ repair if in question

 

11/11 gunner or 10/12 12/10 gunners are ok.

 

15Pot if its sonarman or planesman. If you feel brave seek one with good repair, but thats a real hard job.

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