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  • Icedbrooms sub guide for NEW PLAYERS to the subs.

    10. 15. 2012 15:44

Recommend : 2

IcedBroom_

This guide is meant to help the NEW PLAYERS to the sub world. Of course I would like other pro sub players to post tips and helps here if possiable. Im just making this so that new players that wanna start a sub line have a good idea on what they need,what dangers you will face,what each tier can do.

Snice you are chooseing to go into the sub world for the 1st time your gonna need a few things 1st. You will need:

2-3 +15 potenials sailors. 1 for sonarman,another for planesman and one for your BO. But the BO for a +15 is a optional choice. Some players have a +12 rep/+10 Eng/+10 Restore as a BO for there subs.(Elites are most likely the best choice)
2 +12 tropedo men. One for the front the other for your soon to have butt trops :D. (Elite would most likely be best)
1 or 2 +12 engineers. (Again Elites are the best choice)
1 +12 repair man. (Elites.....ok ima just put elites for now on so I don't explain it over and over :D)
Last but not least 1 +12 Restore man. (Elites) The restore dude is meant to put them fires out quickly and give you alot of SD so when you reach a T4 sub you should have over 500SD.

Ok now on with the sub Tiers.

You have your basic 5 tiers for a sub. (soon to come out I hope with a T6 sub :D)

Tier 1:Design to stay on YOUR TEAMS SIDE. It is not meant for going across a map to sink others. The Tier 1 just doesn't have the air or speed to cross the map.

Tier 2:Congratz you made it from the slow and painful grind to a T2 sub. This tier of sub is meant for still staying close to your team but now you can go to the mid to fight other subs. But it is still highly recomennded that you stay near your teams side.

Tier 3:Alright good job on reaching this far. Now you can use one of those support sailors on your sub. Each nations subs at this stage is different. Some nations at this stage will get a extra support slot. But not KM subs. Put the support on your gun/R slot. Now that you have a T3 sub you can now go across the map to kill the enemy team.

Tier 4:At this stage you are now in the possession of one of the deadiest tiers in the game. Now you can go across the map and just about murder anyone whom you choose. The T4 sub is one of the most fear Tiers of subs in the game. Most bb's and cv's will run if they see you. The KM T4 is meant for killing mostly subs as is all the tiers for KM sub line. You will be able to hold about 36 trops in a KM T4 sub. But be warned snice you now are at a T4 sub this means you will encounter a new kind of enemy! Sub Hunters/Anti-sub ships/ASW guys/girls will be hunting for you more snice your the biggier threat then a T3 and lower. Plus other subs will now be hunting you more now. Now you can start to use all 3 of your support sailors to gain that SD and gain the repairing,speed,and restoreing.

Tier 5:OMG I DON'T BELIVE IT YOU SURVIVE!?!?!?!Well ummmmm ok then good job :D. Congratz you now have the deadliest tiers of subs in the game! The T5 sub is the most feared ship in the game. Snice it can stay under for over 5mins or more and carry over 40+ trops. The tier 5 sub can have all the way up to 6+ trop launchers. Each one will be deadly. But for KM T5 subs you will now own almost every snigle sub that crosses your path. As I said "Almost" thats because you have to look out for other KM subs. The T5 is meant for just total carnage on the battlefield......does fighting on water count as a battlefield??Meh who cares :D it's a game. At this point you should have about 900SD and be going a max OH of 40knts on the surface and 34knts OH underwater which is of course the cap for subs. (Don't know why there ain't one for bb's >:( going 40knts+).

Ok now that we went over the Tiers of the subs we will now go over the dangers of playing a sub.

For playing a T1 sub you will most likely encouter the following dangers:

Other subs.Whom think of you as a EASY KILL.

Cv's. They'll most likely igorne you for they don't find you a REAL THREAT.

For playing a T2 sub you will likely encounter the following dangers:

Other subs. They will now take you as a threat because T2 subs can now fight back agaisnt highier tiers of subs.

CV's. The cv's will still most likely ignore but will now try and kill you if they want a easy sub kill for themselfs.
Sub hunters/Anti-sub ships. Now that you can reach out to the middle of the map some people will come all the way now just to get you.*cough*taskforce*cough*

For playing a T3 sub you will likely encounter the following dangers:

Other subs. Now you will be a real threat to them so in return there going to come after you.

CV's. Now that your a T3 the cv's will see you as a threat that can come across the map and kill them. So they will target you if they see you.

Sub hunters/Anti-sub ships. Now your worth there time to kill and if they spot you they will target you over a T1 or T2 sub.

BB's. Some bb players will be carrying HedgeHogs(PHH/HH) or even Depth Charges(DC). If you shoot at them they will stop looking at the ends of there guns sights,Look to where the trops you fire came from and fire there HH at that spot or Run away or Run right into you so you can't shoot again.

For playing a T4 sub you will likely encounter the following dangers:

Other subs. Now that the enemy subs see you as a T4 subs they will most likely try to gang up on you because now if they don't sink you they know your going to cause alot of damage on thier team or even kill them. Which can result in the difference of a win/lost. So be careful.

CV's. Now cv's will not ignore you anymore if they see you there either going to target you and kill you or run the heck away as fast as they can!

Sub Hunters/Anti-sub ships. Now your a T4 sub and sub hunters will never ignore you as they will target you over any other sub. They belive that if there targeting a T4 or highier sub at this stage that they will gain a good admount of xp,and there right they will so always be on the look out for them.

BB's. Now if a bb player knows it's a T4 sub thats shooting at him he will most likely run away. The bb's run because they have alot to deal with. They either choose stay and fight and sink he sub with HH or run away due to the fact that your teams bb is watching them and if they see there taking alot of damage from you they will know there weak and rush in for a easy kill thus ONE REASON WHY THEY RUN.

For playing a T5 sub you will likely encounter the following dangers:

Other subs. Yes of course subs will target you threwout your play threw of your sub playing career. But now most other sub drivers will be scared to even think about going near you unless there a T4 or highier. Sub drivers will never ignore you and try to call in help to kill you now. Most likely from a ASW ship or another sub to back them up.

CV's. Oh yea there never going to ignore you EVER again! They will be extremely scared of you. One main reason for this is because your like a bb5 or bb6 now. It's going to take awhole lot to kill you just like a bb. So they'll either try to Dive bomb(HH) you or Trop bomb(TB) you or HedgeHog(PHH/HH) you. But they'll still run the F away from you :D!

Sub Hunters/Anti-Sub ships. If they see you there going to keep there distance from you now unless there going to try and Depth Charge you w

 

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    11. 07. 2012 12:39


danita

Originally Posted by Ultra_Dog

Skeleton BO?

Most of you don't have L120 BOs.  Most of you don't have KM SS5s with full crews.  So, the assumption that you can just strip the sailors off your bridge operator and will have no effect are completely wrong.

first off, the BO provides vision.  When I am approaching the enemy's BB line, I can see their ships in the shadows a whole lot further out than any of you can. My BBs can see those ships and begin shelling them promptly. 

When you strip the BO, your surface vision is reduced.  This is an incomparable advantage.  It allows both your team and yourself to see the enemy further out without the aid of a scout.  My L120 BO is max full of sailors.

The second reason is that the BO is also a repairman/restorer.  If you cut back on sailors for your BO, you lose SD.

Go ahead, cut back on your crews, save some weight, gain 1 knot.  Meet you for lunch in the middle.


The bolded part of you post: having a high level doesn't equate to having any idea what the mechanics of the game are, you are still short on that as you show in the underlined part. That is not how BO's work.

A  BO does 2 things: 1st he determines how long your guidelines are and how far out you can spot your shells land, 2nd he gives a decent amount of repair ( and restore).
What he doesn't do is improve your surface view range when on the surface. Whether you have 300 vets on a BO or 0 sailors on a BO, when your sub is on the surface you will spot ships at the same distance. When on the surface, your surface view range is determined by the FCS that you use, nothing else. When submerged, your sonarman takes over that function.
When underwater all a BO does is providing some repair and restore.


Most subs do not have guns that are worth using, so the BO's primary function is not important for those subs. As for the repair/restore he provides, a lot of subs are so tight on displacement that you can better use the BO's weight on either a sailor that  gives a much better repair rate and a similar or better restore( repairer on the R-slot) or on (a) fatter engineer(s)  to provide more OH speed/time. Or you can keep your base speed up with the weight savings, improving your travel times and maybe your OH speeds giving you more time to attack the enemy.
As for the 1 sub that does have guns that are usefull: a ghosted U-flak BO will still see  some of the max range shells, especially when firing north or south. Firing east or west can be a problem to spot though.
So until subs have enough useable displacement that the weight of a BO will not mean a  drop below a base speed I find acceptable, or restricting my use of the truely important sailors, my sub BO's will remain as light as possible.

I know nothing can convince you, but I hope some newer players might be willing to try and get a little bit extra out of their crew.

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    11. 09. 2012 10:32


Ultra_Dog

So I took the conventional wisdom of burning through 700 experts (= 0 vets) on my BO to reduce weight.  My SD dropped below 710.  My guidelines are the length of a DD.  The only advantage was that I could add some armor.  My engineers already pull 40 knots.  As for surface vision, I can't ascertain a specific change, and since my acquisition range is now shorter, I cannot detect incoming torps as early either. 

Next time you have this theory, show me the code in the programming that actually does what you say, in other words.  PROVE IT.

I still stand my statement that BOs should have full crews.

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    11. 09. 2012 16:45


Rehor

Originally Posted by Billme
a much better crew set up is

sonar and planesman, 2 - 13 potential 11 restore 10 engy 10 rep sailors

You say this and then immediately badmouth the first reply.  Not wise.

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    11. 09. 2012 18:26


ChicagoBears

Originally Posted by Ultra_Dog

So I took the conventional wisdom of burning through 700 experts (= 0 vets) on my BO to reduce weight.  My SD dropped below 710.  My guidelines are the length of a DD.  The only advantage was that I could add some armor.  My engineers already pull 40 knots.  As for surface vision, I can't ascertain a specific change, and since my acquisition range is now shorter, I cannot detect incoming torps as early either. 

Next time you have this theory, show me the code in the programming that actually does what you say, in other words.  PROVE IT.

I still stand my statement that BOs should have full crews.


You bark that people need to prove things, yet, I see no proof from you. A hypocrite is one of the worst things you can be in life.

  • Re : Icedbrooms sub guide for NEW PLAYERS to the subs.

    11. 22. 2012 09:38


WujekFresh

What BO does on SS?

Gives you some crums of restore/repair and gives you earlier enemy torps detection. 109 vets and some experts is enough for decent detecion range (anyone else can confirm this?). It should be the first sailor to slim to gain some space (2nd are torpedomen).

I have played on crews with fully 120 BVE BOs on KM SS5 and see no advantages on using it. I prefer to fit my 120 EBVE repairman/restoreman in cost of slimming my BO.

 

View on surface is dependable only on your FCS. View underwater only by your sonarman.

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