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  • How to make proper IJN DP

    05. 13. 2008 17:36

longrooster
Now i have seen many questions in regard to IJN Anti-Air :
- Do i use Machine gunners, DP, AA etc.
- How do i properly train my ____ gunners
- What base should i need to make a good set of ____ gunners

Since i was tired of seeing these questions over and over again, i decided to make a
final post as to what to do... Feel free to correct what i say, and i can edit my post
accordingly.

For the first question, - Do i use Machine gunners, DP, AA, RLD etc. :
Very simple, IJN has CRAP AAW so Machine gunners make your AAW only some what
acceptable so machine gunners = WAIST OF TIME AND $.
The AA guns are just plain and simply JUNK so ... NO.
Wich only leave ... DP GUNNERS, they can use the long range DP 4.7''/45 Type 10.
They have UBER range for AA, Good reload with good dp gunners, nice spread at
higher levels, so in other words, UBER!
So incase you didnt notice, DP guns are the way to go!

For the Second question, - How do i properly train/class my DP gunners :
I heard many rumours saying that the longer you wait to class your DP, the better,
so i decided first hand to test this theory.
I first trained a set of dp gunners trained ''the normal way'' wich is :Class em when
you can. This gave horrible results so i would not recommend it to anyone.

The second set i trained were trained up to level 62, as normal ARMAMENT SAILORS
and at level 62, classed them to Chf. DP gunners. These gunners gave exellent
results compared to the first set.

The third set was trained up to level 75, they gave better results then the two other
sets but were frustrating to train because they took up valid support slots (causing
SD lose).

So i would recommend by far waiting as long as you can before classing them, if you
can, but if you cant, wait until minimum lvl 62 (for chf dp gunner).

Finally for the third question regarding the base, i could not really do any tests on
the theorys for what to look for so what i did for the three different sets was buy
some 11 acc. 11 rel. 10 aaw gunners ( i would of did 11 11 11 but i could not find
any ) now from personal experience, these gunners work wonderfully. The most
important stat of the three is, imho, Reload, because as your level goes up when
they are DP gunners, they gain ALOT in AAW (wich is junk anyways) compared to Acc
and Rel, as compared to at Arm sailors when they make more in Acc and Rel as
compared to AAW wich explains why u want to wait as long as you can (once again
incase you didnt figure it out on your own, its because you want to gain as much
reload and accuracy as you can).

Now i hope my answers are correct and will help you in your training of a nice set of
DP. And i remind you that i would greatly appreciate feed back and if there is one of
my answer i have said that you do not agree with, i will DEFINATLY look into it and
see if i was correct or wrong, and if wrong, modify the post accordingly

Longrooster XD



-------------------------------------- EDIT
-------------------------------------------------
Here's some more information thanks to a question someone asked :
Waiting up to level 75 instead of 62 allowed me to gain +7 in acc +7 in Rel and +8 in
AAW per level, so it benefited in the three, compared to when u class at 62 you only
gain sumthing like +2 / lvl in AAW so you gain in all 3 significantly as compared to
when u class them at lvl 62, you only gain in AAW. As for the reload cap, i dont recall
when i hit it so if anyone brought there DP up the way i did then maybe help specify
on this .
*** you cant forget for the cap that it depends on the base of your sailor and if its
BVE. I would always recommend BVE your sailors because it helps them drasticly.

Longrooster







Edit-

Its common sense to those who know how NF works. And this is a good guide for
those who dont.
Given pride of place among the top IJN Posts

Ricwin666

ps. I'm happy enough with mine, converted at 48. Out-perform level 75's :)
  Index

  • Re : How to make proper IJN DP

    02. 28. 2011 05:48

OttoReinhold
"From Adalbert's guide, the old accuracy cap was 4706*lvl of gunners + 1000000. Now it
should be ~20% higher. The old reload cap was 2.07 to 1.95 million true ability, depending
on the gun. Now, it would be ~2.5 to ~2.34 (probably towards the lower end for the 4.7s)"

Hm interesting. If that is correct it means you wont hit the reload cap with a normal BVE
(100 vets) sailor before driving the SY. Assuming I make them DP gunners at lvl 94 they
would hit the cap only at lvl 110.

Is the 20% increase documented somewhere?

  • Re : How to make proper IJN DP

    10. 01. 2010 00:24

jackie2008
Waiting up to level 80 instead of 62 allowed me to gain +7 in acc +7 in Rel and +8 in
AAW per level, so it benefited in the three,

  • Re : How to make proper IJN DP

    06. 18. 2010 17:11

UmbralRaptor
Both depend on their expert/vet count, while the accuracy cap also depends on their level.

From Adalbert's guide, the old accuracy cap was 4706*lvl of gunners + 1000000. Now it
should be ~20% higher. The old reload cap was 2.07 to 1.95 million true ability,
depending on the gun. Now, it would be ~2.5 to ~2.34 (probably towards the lower end for
the 4.7s)

  • Re : How to make proper IJN DP

    06. 18. 2010 15:49

bloodsky
question:

at what ability do the 4.7's hit reload cap and acc cap?

my friend has some dp gunners that have 1500 acc and 1900 rld, is the cap lower then this
or higher?

  • Re : How to make proper IJN DP

    06. 14. 2010 04:44

uchiyas
wow! this is great guide

  • Re : How to make proper IJN DP

    05. 04. 2010 16:49

Pegleg85
The recent posts are not accurate. There was a patch recently where the reload cap
was raised by 10%. What that means is that you need 20% more true reload ability
to reach that cap. The 1,950,000 cap is now 2.34mm.

Because of the sailor growth of armament sailor vs DP gunner (Obst guides are
actually wrong) you need to be careful.

True Ability = Adalbert's Guide calculation

Assumptions: reload cap at 40% of stated time is 2,340,000 true ability.
Base Reload ability was 11.
Sailor is boosted.
Sailor has 130 vets.
Sailor has experts for (most) of the rest.

Level that Sailor hits reload cap if classed:
class normal (i.e. wrong): 119
lvl62: 111
lvl65: 111
lvl72: 110
lvl82: 108
lvl92: 107

halfreload requires 1,950,000 of true ability, the levels for that are:
normal (i.e. wrong) classing: 107
lvl62: 99
lvl65: 98
lvl72: 97
lvl82: 96
lvl92: 94


Sailors classed later than 62 will be thinner by 10 sailors for every 10 levels waited.
For example, a DP sailor classed at 82 instead of 62 but will be 20 sailors thinner.

note: edited based upon xHomicide's work. There is an error in the Obst Guide's
about crew growth. IJN Chf DP sailor crew growth is 7 not 8. I revised this post
based upon that info.

  • Re : How to make proper IJN DP

    05. 04. 2010 11:29

Haslam
I EDIT my post because it was unaccuracy (? se dice asi?)
See the post below from Pegleg85
:)
Sorry my english!!

  • Re : How to make proper IJN DP

    05. 03. 2010 18:50

brazucatb
So i have a question...
From what i know when you class a sailor(besides pilots) you get a better sailor number
grow, and the total of sailors(vets,exp,recr) is directly connected with the true ability
calculation...
so can classing too late become harmfull? (mine are currently 75, was thinking classing
85+)

  • Re : How to make proper IJN DP

    05. 03. 2010 13:42

Haslam
I EDIT my post because it was unaccuracy (? se dice asi?)
See the post below from Pegleg85
:)
Sorry my english!!

Saludos desde Argentina!

  • Re : How to make proper IJN DP

    04. 05. 2010 13:46

Pegleg85
PHM96, remember that Armament Sailor can use hedgehogs. So these can be useful
during the power levelling. You could even drive a kita-HH equipped sub vendetta ship
just for fun.

Kita has the longest range sonar of any ship in NF (besides Dhonburi and Yubari).
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