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  • SS crew help

    08. 10. 2011 08:11


Invinciblor
I want to start a second KM BO soon to open up more options as my primary BO gets closer to SS2.

The problem is that I'm having a really hard time finding out exactly what slots are on each U-boat. The ship tree and the shipyard at trainworld.us don't have specifics on slots. This is what I've found online so far:

SS1 (Type II) sailor slots: 1 BO, 2 support, 1 front torpedo, 1 rear mine-layer
SS2 (Type VIIA) sailor slots: 1 BO, 3 support, 1 fore torpedoman, 1 aft torpedoman, 1 deck gunner
SS3 (Type VIIC) sailor slots: 1 BO, 3 support, 1 fore torpedoman, 1 aft torpedoman, 1 deck gunner
SS4 (Type U) sailor slots: 1 BO, 3 support, 1 fore torpedoman, 1 aft torpedoman, 2 deck gunners

I would like to know exactly what weapons are on each sailor slot for each sub, so that I can make a final plan based on all the information out there. There's a lot of "you should have these sailors" lists around, but most people have just been giving me directions and not explanations.  Thanks in advance to those folks who can help me out with this info.

Edit (08. 23. 2011 15:15 PST): added in specific info that I was asking for.

 

  • Re : SS crew help

    09. 12. 2011 12:44


Invinciblor
I finally got around to pulling some of my crew advice together into a guide.

It's posted in this section:
http://fm.en.kupaisky.com/Community/Forum/View.aspx?num=3554&category=A04

  • Re : SS crew help

    09. 12. 2011 12:53


Ultra_Dog
Originally Posted by NIborGER

first of all the gunns are used by "normal gunners" so those for the heavy artillerie not the aa ones. Well deckgun use it or not to do is well a question without a ultimate answer.
The 3rd support slot must be filled with an engy. thats for sure.
The r-slots well 3 valid options exist.
1.Gunner. especially for ss4 making it extremly unique and funny...got 8k creds with it :D
2.Repairer. Very usefull on ss4 because only from 6-7mil+ability reload speed gets good.
(only a very good solution if u got very high lvl good vetted reps. otherwise its hard to get beyond 6-7mil rep ability and thus u get stuck with a low reprate. for ss2/3 well i have a rep with 200vets full experts boosted +12 giving 5mil rep ability.)
3.Restorer. On ss2/3 very good to reach high SD and the better choice if u got just at lvl repairer and u dont want to use guns/want to become less fragile.


You forgot:
4) Seaman - Will affect all values for other sailors. My L94 Seaman provides more SD than my L80 Repairman.

But then, if you don't get hit by a shell or torp, then repairman is useless and unless you can go hide and lick your wounds after getting hit...you're going to run out of air and get clobbered anyway.

Put some gunners on and be a true menace. Otherwise the KM SS4 is just like the SS3, only with a little more speed and air and new paint job.

  • Re : SS crew help

    09. 12. 2011 13:00


Invinciblor
Does repair help with CD damage, or is that damage mostly unrepairable? I can't recall off the top of my head.

I'm also curious whether your seaman would still provide an SD advantage if he was at your repairman's level... I'm not saying a seaman isn't a valid option, but it seems to me like that SD bonus is more in the level than the class.

  • Re : SS crew help

    09. 12. 2011 19:10


Mortee
Invinciblor: I really apretiate all the time you spent in that answer. And how clearly you stated it.
I think I'll stick with the dudes I already have then since they are SS3 and I play with no premium whatsoever. There stats are about the ones you recommended, excepting that I've classed them on time. I guess that boost will give them a bump.

Yeah I do have a 105 engineer and a 100ish repairman (from my H44 crew) So they'll do just fine.

As for the "detect sooner the other SS" it's about the 0'001% of the time since my battles goes like:
A) Rush middle, and that means I get around 24/40K atk from BBs who think that middle is cool.
B) Rush South and try to get 40K-ish from the BB6.
C) ???
D) Profit.
So that means I'm dead in the first 5 mins of the battle cause of air supply limit.
Plus I can get a peek on enemy ships from the scouts that always make it to the enemy at the early battle stages.
More over that point, ppl tends to follow their path straight and change it once they get attacked or they are starting to get in range of an enemy. That means you can draw a mental image of where are they going, and they won't see you THAT sooner that you can't respond fire (this because of torp range being limited to less than ur aiming lines)
This may be noob theorycrafting, but still kinda makes sence in my head right now.

  • Re : SS crew help

    09. 12. 2011 19:57


Invinciblor
Originally Posted by Mortee

Invinciblor: I really apretiate all the time you spent in that answer. And how clearly you stated it.
I think I'll stick with the dudes I already have then since they are SS3 and I play with no premium whatsoever. There stats are about the ones you recommended, excepting that I've classed them on time. I guess that boost will give them a bump.

Yeah I do have a 105 engineer and a 100ish repairman (from my H44 crew) So they'll do just fine.

As for the "detect sooner the other SS" it's about the 0'001% of the time since my battles goes like:
A) Rush middle, and that means I get around 24/40K atk from BBs who think that middle is cool.
B) Rush South and try to get 40K-ish from the BB6.
C) ???
D) Profit.
So that means I'm dead in the first 5 mins of the battle cause of air supply limit.
Plus I can get a peek on enemy ships from the scouts that always make it to the enemy at the early battle stages.
More over that point, ppl tends to follow their path straight and change it once they get attacked or they are starting to get in range of an enemy. That means you can draw a mental image of where are they going, and they won't see you THAT sooner that you can't respond fire (this because of torp range being limited to less than ur aiming lines)
This may be noob theorycrafting, but still kinda makes sence in my head right now.


Without getting into your details there, what it sounds like you're saying is "yes, I'm fine without an extra 20% sight range while under water." Which means your sonar man's potential isn't as important as his repair/restore is to you.

  • Re : SS crew help

    09. 12. 2011 20:53


Ultra_Dog
Originally Posted by Invinciblor

Does repair help with CD damage, or is that damage mostly unrepairable? I can't recall off the top of my head.

I'm also curious whether your seaman would still provide an SD advantage if he was at your repairman's level... I'm not saying a seaman isn't a valid option, but it seems to me like that SD bonus is more in the level than the class.


With a sub, the other sailors' repair and restore are exaggerated, so a seaman adds to those already on the other sailors, increasing everything.

I plan on the following layout for the SS5:
F/R Torpedo - (2) Heavy Torpedoman + Deck Gun - (1) Huge Gunner; Bridge Operator; Chf. Sonarman, Chf. Planesman, Chf. Engineer, Chf. Seaman, and alternate an extra engineer or repairman for last slot.

If the extra engineer gives Max + more OH time, that could make the difference. Might have to test out the different engines for OH duration. I sure hope the deck gun is worthy. Gonna miss the U-flak guns...a lot!

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